Monk
Base Class: Monk

When sacred temples are ransacked and innocent worshippers are slaughtered, it is those of the Way of the Iron Fortress that will stand in their way to the last. Using their indomitable wills and ruthless skill with shields, they will defend the innocent to their dying breaths.

Balanced Bulwark

When you choose this tradition at 3rd level, you gain proficiency with Shields, and can make use of your Unarmored Defense, Martial Arts and Unarmored Movement while wielding one. You also gain proficiency with Smith's Tools.

Defensive Techniques

Also at 3rd level, you can use your shield as a barrier between your allies and certain death. While you are wielding a shield, you gain the following benefits:

Steel Will: When you make a Constitution saving throw, you can add your shield's AC bonus to the roll.

Shield Guardian: When a creature within 5 feet of you is hit by an attack,  you can spend 1 ki point as a reaction to add your shield's AC bonus to the target's AC, potentially causing the attack to miss. This bonus lasts until the start of their next turn.

Juggernaut

At 6th level, you can use your shield like a battering ram, blowing through your enemies and their defences like a siege weapon. When you take the Dash action, you can move through an enemy's space without a movement penalty. Each enemy you run through must make a Dexterity saving throw against your Ki save DC or be knocked Prone. If you halt your movement within the space of an enemy, they must instead make a Strength saving throw against your Ki save DC. If they fail, they take 2d8 force damage and are pushed 10 feet away from you, and if they succeed they take no damage and you are pushed back 5 feet.

Palisade of Resolution

At 11th level, your defensive form is extremely formidable, acting as an impenetrable shield for your allies. While you are wielding a shield, you gain the following benefits:

Ring the Gong: As a bonus action, you can expend a ki point and strike your shield, releasing a powerful wave of thunderous force. Enemies within 30 feet of you must make a Constitution saving throw against your Ki save DC or take 1d6 thunder damage, with each ki point you spend adding an additional 1d6.

Hunker Down: As an action, you can hunker down in place, bracing yourself and guarding your allies. You and allies within 5 feet of you gain half cover, lasting until you move or until you are Incapacitated. You also gain advantage on saving throws that would attempt to move you, or ones that would leave you GrappledRestrainedProne or Stunned.

Impenetrable

At 17th level, your unmatched skill with your shield allows you to do something unthinkable. You can wield two shields at a time, and can benefit from both at once. While wielding two shields you cannot wield other weapons. You also gain the following enhancements to your following abilities:

Unbreakable Steel Will: When you make a Constitution saving throw, you can add both of your shield's AC bonuses to the roll.

Immovable Shield Guardian: When a creature within 5 feet of you is hit by an attack,  you can spend 2 ki points as a reaction to add both of your shield's AC bonuses to the target's AC, potentially causing the attack to miss. This bonus lasts until the start of their next turn.

Become the Gong: As a bonus action, you can expend a ki point and strike your shields together, releasing a powerful wave of thunderous force. Enemies within 30 feet of you must make a Constitution saving throw against your Ki save DC or take 1d6 thunder damage and be knocked prone, with each ki point you spend adding an additional 1d6.

Unassailable Bunker: As an action, you can hunker down in place, bracing yourself and guarding your allies. You and allies within 5 feet of you gain three-quarters cover, lasting until you move or until you are Incapacitated. You also gain advantage on saving throws that would attempt to move you, or ones that would leave you GrappledRestrainedProne or Stunned.

Immortal Protector: Your sturdy spirit and drive to survive can beat back death when it comes knocking at your door. When you make a death saving throw, you can add one of your shield's AC bonus to the result (not both). You must do this before you roll. If this would bring the total to 20 or higher, you can treat the roll as a nat 20. Once you do this, you cannot do so again until you complete a long rest.

Way Of The Iron Fortress Image

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