Monk
Base Class: Monk

Way of the Iron Fist

Monks of the Way of the Iron Fist are descendants of a legendary warrior said to be able to level mountains with a single punch. They learn to channel their ki into their fist, giving it supernatural strength, heal and cleanse themselves or others, and become a nearly unstoppable fighting force. 

Like Unto Iron

Starting when you choose this tradition at 3rd Level, you can channel your ki into your fist to give it supernatural strength and durability. While you are not wearing armor, using a shield, or wielding a weapon, you can spend a ki point to gain the following benefits for 1 minute or until your concentration is broken (as if concentrating on a spell):

  • You roll a d6 in place of the normal damage for your unarmed strikes. This die changes to a d8 at 5th Level, a d10 at 11th Level, and a d12 at 17th Level.
  • Your unarmed strikes deal force damage instead of bludgeoning. Contructs and natural materials like wood and stone take double damage from your unarmed strikes.
  • Your Deflect Missiles feature can be used against melee weapon attacks as well as ranged weapon attacks. If you reduce the damage of a melee weapon attack to 0, you can spend a ki point to to make an attack with an unarmed strike as part of the same reaction

At 6th Level, you can add your Wisdom modifier to the damage rolls of any unarmed strikes you make while you maintain concentration.

Eddies of Chi

At 6th Level, you gain the ability to heal yourself and others. As an Action, you can touch yourself or another creature and spend 1 to 3 ki points. Roll 1d8 for each ki point spent and add your Wisdom modifier. The targeted creature heals that many hit points.

You can use this feature a number of times equal to your Monk level after which you regain all expended uses when you finish a long rest.

At 11th Level, if you spend at least 2 ki points when you use this feature, you can also end one disease or blinded, deafened, paralyzed, or poisoned condition afflicting the targeted creature.

Earthshaker

At 11th Level, your fist is strong enough to break the earth with a single punch. As an Action, you can spend 3 ki points to punch the ground and cause a shockwave to expand out in front of you. Each creature in a 60-foot cone must make a Dexterity saving throw against your Ki save DC. On a failed save, a creature takes bludgeoning damage equal to three rolls of your Martial Arts die and falls prone as the ground shatters and splits beneath them. On successful save, a creature takes half as much damage and does not fall prone. The ground in the area becomes difficult terrain until it is repaired through natural or magical means.

If you use this feature from an elevated position such as from the peak of a mountain or the top of a cliff, creatures below you in the area are subjected to the avalanche and rockslide rules.

Once you use this feature, you may not do so again until you finish a short or long rest.

Immortal Weapon

At 17th Level, you have mastered the ancient teaching of your ancestors, becoming a nearly unstoppable fighting force. When you use your Like Unto Iron feature, you can instead spend 5 ki points to gain the benefits for 10 minutes or until your concentration is broken (as if concentrating on a spell). While concentrating, you gain the following additional benefits:

  • You have resistance to all damage except psychic damage.
  • You have advantage on saving throws on maintaining concentration as well as against being Charmed, Frightened, Paralyzed, and Stunned.
  • At the start of each of your turns, you regain hit points equal to one roll of your Martial Arts die plus your Wisdom modifier

You can spend a ki point to extend the duration of Immortal Weapon by 1 minute. If you do so, you gain 1 level of Exhaustion when Immortal Weapon ends. Once you use this feature, you may not do so again until you finish a long rest.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes