Monk
Base Class: Monk

Monks that follow the Way of the Closed Hand enjoy a good brawl. They train their body to take hits and deliver devastatingly potent strikes. While those of the Open Hand use their techniques for messing with their opponents, those of the Closed Hand use their techniques to strengthen themselves to enhance their strikes. The longer they practice the harder they can hit and get hit. They embrace the feeling of crushing their opponents with their well placed strikes living for the punch in the fight that takes their opponent down.

Iron Skin

Starting at 3rd level you gain a new way to calculate your AC with Unarmored Defense. The monks that follow the Way of the Closed Hand train their body to take hard hits. They endure the hits so that they can no longer be hurt by them hardening their bodies to impacts. 

  • Your AC can now be 10 + your Constitution modifier + your Wisdom modifier, if you are not wearing armor. 

Enhanced Fists

The Way of the Closed Hand's teachings are all about strengthening yourself. Your martial arts die steps up every 5 levels in the Monk class, (5, 10, 15, 20) giving you a D12 at 20th level.

The Basics

Starting at 3rd level, you learn the basics of brawling with your fists, how to guard against attacks and how to set up a combo attack to deal some big damage. 

  • Guard: You can use your Reaction to gain Resistance to the damage of incoming Bludgeoning/ Piercing/ Slashing attack(s) from one opponent.
  • Set-Up Jab: A straightforward attack you are proficient with, which has not much power that aides in delivering a stronger second punch. You must declare use of a set-up Jab. The attack has a +1 to attack and damage rolls, it does not gain any other damage modifier. If you hit, your next punch against the target has a critical range of 19-20.

Counters

Starting at 6th level, monks of the Closed Hand gain new insights. In the midst of combat skilled monks of the Closed Hand can see and react to attacks in a mere instant of time.

  • Instant: You can spend one Ki as a reaction to an enemies' missed melee attack within 5 ft of yourself to attack them.
  • Delayed Instant: You can spend one Ki as a reaction to improve your defenses against one enemies' attack(s). Gain +5 AC against one opponent for their turn of attacks against you.
  • Bait and Switch: After you use Guard you move next in the initiative order for this round of combat, cannot use if you already went this round.

Champion's Strength

Starting at 6th level, you begin to see improvements in yourself. Through all your practice and training with punches your body has grown in strength.

  • Your Strength Score increases by 2 at certain levels, 6, 13, & 20. Your Strength Score maximum increases to 22 at level 20.

Power Punch

Starting at 11th level, your training has lead to revelations on new powerful punches and ways to affect your strikes.

Disarming Strike

Your training and many fights have given you insight on ways to strike your opponents to make them drop items they are holding.

  • Disarming Strike: You can spend 2 Ki points to force an opponent to make a Strength Saving Throw. On a fail the enemy drops one item of your choice.

Iron Fist

Your constant punching of everything has helped you learn how to harden your fists to cause more damage to solid objects.

  • Iron Fist: You can spend 1 Ki point to deal double damage to constructs and structures for the next minute. At level 17 this effect becomes permanent.

Liver Blow

Your training has taught you how to infuse your Ki to aide in striking sensitive points that can knock opponents to the ground.

  • Liver Blow: You can spend 3 Ki to force a Constitution Saving Throw. On a failed save the target is knocked prone, if they can be.

Piston Punch

Your training has taught you how to infuse your Ki to aide in striking with staggering force.

  • Piston Punch: On a hit you can spend 2 Ki points to push the enemy 5ft away from you. They also make a contested Strength check against you. On a failed Strength check they are pushed an additional 15ft, making them move back 20ft total. If they are knocked back in this manner and hit a wall they take 1D4 bludgeoning damage per 5ft of moment they still have to move. This damages the wall as well. If the wall is broken from this damage, the target falls through the wall and is prone.

Crushing Blow

Starting at 11th level, your training has futher strengthened your attacks. This enables you to strike punishingly hard at precise hits.

  • Whenever you land a Critical hit you can add one Martial Arts Die to the Critical hit damage.

Attacking Their Openings

Starting at 11th level , your fighting insights deepen. You have a sense of using your opponents openings to your advantage to deliver devastating blows.

  • While you have advantage, your attacks have a Critical range of 17-20.

Knock Out

Starting at 17th level, you have finally figured out what the masters talked about, 'The punch that can end your foe or the fight.'

  • You gain a 0-50 counter, each hit adds 5 to the counter, Criticals add 10. At 50 you can perform a Knock Out. This powerful punch forces a Constitution save, you can spend 5 Ki to empower the attack to force the save to be at Disadvantage.
  • On a fail the target is killed or knocked out if they have 100 or less Hit Points, player's choice. If they have greater than 100 Hit Points, they take 10D10 Magical Bludgeoning damage and are Stunned for 1 minute. At the end of each of your turns they can make a Wisdom save to end the effect early. They have disadvantage on this save if you empowered the Knock Out.
  • If they succeed on the save they take 5D10 Magical Bludgeoning damage and are Frightened of you till the end of your next turn.

Improved Crushing Blow

Starting at 17th level, your training has further strengthened you, enabling you to strike more punishingly at precise hits.

  • Whenever you land a Critical hit you can now add two Martial Arts Die to the Critical hit damage.

Embrace the Way of Drago

Starting at 17th level, you have reached the pinnacle of those that follow the teachings of the first master of the Way of the Closed Hand.

  • You gain 2 to your Constitution Score, your Constitution Score maximum increases to 22.

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