Monk
Base Class: Monk

The monks who follow the Way of the Iron Body are masters of physical endurance and resilience. They train to harden their bodies, turning their flesh and bones into a living fortress that can withstand even the strongest blows. In battle, these monks stand firm against their enemies, trading blows in a relentless contest of strength and endurance. They are unyielding, unbreakable, and fierce in their determination to protect their allies and overcome their foes.

Iron Body Technique

When you choose this tradition at 3rd level, you learn how to harness your ki to improve your defenses and your vitality. Without the need for armor or shields, you can dodge attacks with ease you also learn to use your defensive skills as part of your offensive arsenal. Whenever you use the Patient Defense Feature and are not wearing Armor or a Shield you gain the following benefits:

  • You can make an unarmed strike as part of the same Bonus Action.
  • Until your next turn, any critical hit against you becomes a normal hit, as you skillfully make the attack miss any vital spots.

 You can use the Patient Defense Feature without spending Ki points a number of times equal to your Wisdom Modifier per short rest.

Also, you can heal yourself better by channeling your ki. Whenever you regain hit points, you can add one roll of your Martial Arts die to the amount healed.

Iron Shirt Stance

At 3rd level, you learn how to use your ki to fortify your body when you are not wearing armor or wielding a shield with a stance that grants you enhanced strength and durability for a short time. As a bonus action on your turn, you can enter the Iron Shirt Stance, this stance lasts for 1 minute or until you're knocked unconscious. While in this stance, you have your movement speed reduced by 10 ft, and you gain the following benefits:

  • You have advantage on Strength and Constitution saving throws.
  • You can Add your Strenght or your Wisdom Modifier to the damage rolls of your Unarmed strikes.
  • While you are in this Stance, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks are reduced by 2. If you Spend 1 Ki point you can apply this to magical attacks. This damage reduction takes place before calculating any resistance, temporary hitpoints, and other sources of damage reduction.

This damage reduction increases by 2 when you reach certain levels in this class, at 8th level (4), 13th level (6), 18th level (8).

You can use the Iron Shirt Stance a number of times equal to your Wisdom modifier per long rest (minimum of one), Once you have used this feature that number of times, you can spend 2 ki points to use it again.

Defensive Flurry

At 6th level, you learn how to use your reaction to deflect or reduce damage from melee attacks. 

Using your Reaction in response to being damaged by a Melee weapon attack, you can activate the Defensive Flurry. You subtract from the damage taken an amount equal to your Wisdom modifier plus one roll of your Martial Arts die. Until the start of your next turn, you add the total rolled on your Martial arts Die to your AC, potentially blocking multiple consecutive attacks. When you successfully use Defensive Flurry to reduce incoming damage to zero, you can spend 1 Ki point to immediately make an Unarmed strike against the attacker as part of the same reaction.

You can use the Defensive Flurry a number of times equal to your Wisdom Modifier per short rest. Once you used this feature that number of times, you can spend 1 ki point to use the Defensive Flurry again.

Iron Body, Iron Fist

At 11th level, you can choose from two different Fighting Stances that enhance your toughness or your offense. You can enter one of these fighting stances if you're not wearing Armor, or wielding a shield, as an action and remain in it for 1 minute or until you lose your concentration (as if you were concentrating on a spell) until you use this feature again, or until you end it as a bonus action.

Iron Mountain Technique: You adopt a highly defensive stance, spend 1 to 3 ki points and gain the following benefits:

  • You get a +1 bonus to your AC for each ki point spent.
  • You gain a number equal to your proficiency bonus in temporary hit points for each ki point spent. On The following turns, while you are still using the Iron Mountain Technique you can spend 1 to 3 ki points (no action required) to replenish the temporary hit points once per round, each ki point gives you a number of hit points equal to your Proficiency bonus.
  • When a creature makes a weapon attack against one of your allies, you can use your reaction to move up to half your speed toward the attacker. If the attacker is within your reach after this movement, you become the target of the attack instead. If you get hit, you can spend 1 ki point, to use Deflect Missiles or Defensive Flurry as part of the same reaction to block the attack that targets you, if it is a ranged Weapon attack, or a Melee weapon attack respectively.

Clashing River Technique: You adopt a very offensive stance, spend 1 to 3 ki points and gain the following benefits:

  • You get a -1 penalty to your AC and gain +10ft movement speed for each ki point spent.
  • You get a +1 bonus to your attack rolls for each ki point spent.
  • At the start of each of your turns, you can gain advantage on a number of attacks equal to the number of ki points spent to activate this fighting style. If you hit an unarmed strike or a monk weapon on one of these attacks, you deal an extra martial arts die of damage for each ki point spent.

If you lose concentration on this feature due to taking damage, you cannot use it again until you finish a number of rounds equal to the ki points you spent. During this time, you have disadvantage on ability checks.

Perfect Defense

At 17th level, you master the defensive techniques of the Iron Body tradition. You can use your ki to protect you from harm and allows you to share its benefits with others. 

  • The Iron Shirt Stance no longer reduces your Movement Speed.
  • Deflect Missiles and Defensive Flurry can be used against Ranged Spell attacks and Melee Spell Attacks respectively. 
  • You can use your action to spend one ki point and use Stillness of Mind on one creature you touch, that is charmed or frightened.
  • You can use your ki to shield yourself and your allies from harmful spells and effects. When you take no damage from an area effect that allows a Dexterity saving throw, thanks to your Evasion feature, you can spend ki points to create a safe zone within the area. You create a 5ft radius circle around yourself, and for each Ki point spent you increase the radius of the circle by 5ft. That circle is unaffected by the area effect until the end of your next turn. Also, for each ki point you spend this way, your next unarmed strike deals an extra martial arts die of damage on a hit.

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