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. While you're not wearing armor or wielding a shield you can dodge attacks with ease.

  • You can use the Patient Defense Feature without spending Ki points a number of times equal to your Wisdom Modifier (Minimum of once) per short rest.
  • When a hostile creature within your reach misses you with an attack roll, your next melee damage roll gains a bonus equal to one roll of your martial arts die.
  • You gain proficiency in the Medicine skill
  • Whenever you're healed you can add one roll of your Martial arts die to the amount healed.

Defensive Flurry

At 3rd level, you can use your Deflect Missiles feature against melee attacks. When you do so, you also gain a bonus to your AC equal to one roll of your martial arts die until the start of your next turn. If you reduce the damage to 0, you can spend 1 ki point to make one unarmed strike against the attacker as part of the same reaction.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short rest. Alternatively, you can spend 1 ki point to use this feature when you have no more uses available.

Iron Shirt

At 6th level, you learn to use your ki to harden your flesh and bones against harm. While you are not wearing armor or wielding a shield you can as a bonus action, activate the iron shirt, which lasts for 1 minute. While it is active, you must concentrate on it as if you were concentrating on a spell. You gain the following benefits:

  • You have advantage on Strength and Constitution saving throws.
  • Whenever you take damage, you reduce that damage by an amount equal to your Wisdom modifier (minimum of once).

The Iron Shirt ends early if you are incapacitated or if you lose concentration on it. You can also end it on your turn as a bonus action.

You can use the Iron Shirt once per short rest, once you have used this feature you can spend 2 ki points to use it again.

Iron Body Guardian

At 11th level, you can assume a fighting posture that enhances your ability to defend your allies. You can enter this posture as an action if you are not wearing armor or wielding a shield. It lasts for 1 minute or until you end it as a bonus action.

While in this posture, you gain the following benefits:

  • When you use the Patient Defense feature, you can make one unarmed strike as part of the same bonus action.
  • When a hostile creature within your reach makes an attack roll against another creature other than you, you can use your reaction to force it to make a Wisdom saving throw against your ki save DC. On a failed save, it must choose to attack you instead or lose its action, then as part of the same reaction, you can use the Defensive Flurry or the Deflect Missiles (whichever applies for the attack roll) against that attack. On a successful save, the hostile creature makes the attack against its original target with disadvantage.

You can use this feature once, and you regain the ability to do so when you finish a short rest. Alternatively, you can spend 2 ki points to use this feature again when you have no more uses available.

Perfect Defense

At 17th level, you attain the pinnacle of the Iron Body tradition. You can channel your ki to ward off harm and extend its benefits to others.

  • You can use your action to 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 creating a safe zone. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, if you succeed in the Saving Throw you can spend ki points to create a safe zone within the area. You create a 10ft radius circle that must include yourself in its area, and for each Ki point spent you increase the radius of the circle by an additional 10ft. Any creatures of your choice within the circle radius are unaffected by the area effect until the end of your next turn. After using this feature your next unarmed strike deals an extra martial arts die of damage on a hit per ki point spent to create the safe zone with this feature.
  • When a hostile creature within your reach misses an attack roll by 5 or more, you can choose to spend 1 ki point and make it roll the damage of the missed attack add one roll of your martial arts die to the damage and the creature takes the total amount in Force Damage.

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