Base Class: Monk
The way of the Ironfist Monks are originally dwarves, who modified their body with the gifts of the forge. Dwarven bone structure and density makes it possible to drill screw threads into their knuckles. Those who live through the procedure are highly regarded in the dwarven society. Its been adapted by other races with lesser chances of not losing ones hand in the process.
Iron Knuckles
By using a risky procedure, you have cut screw threads into your knuckles, wich allows you to deal different types of damage, depending on the implement screwed into the sockets.
Depending on the implement you use, you can spend a Ki Point to inflict different status effects onto your target:
Iron Claws: Blade like extensions on your knuckles that deal slashing damage. Spend a Ki Point on your turn to make your target bleed. A bleeding target takes half of the sustained damage by your attacks again at the beginning of its turn.
Iron Spikes: Sharp spikes on your knuckles that deal piercing damage. Spend a Ki Point on one of your attacks to try to blind your target. The target must succeed on a Dexterity Saving Throw of DC 8+proficiency+Wisdom
Iron Hammer: Blunt knuckle implements that deal bludgeoning damage. Spend a Ki Point on one of your attacks to try to knock your target prone. The target must succeed on a Strength Saving Thrwo of DC 8+proficiency+Wisdom
Pain Tolerance
Having trained for, been selected to and actually survived the process of getting screw threads cut into your knuckles, you have a higher pain tolerance than most. Once per Long Rest you can reduce the damage of an incoming attack by 1 Martial Arts Die + your Monk level as a reaction.
Iron Defence
When you use Patient Defence, you gain +2 to your AC and advantage on Strength and Dexterity Saving Throws until the start of your next turn.
Magic Implements
You gain 2 new magic knuckle implements. Choose 2 Damage Types of the following:
- Acid Infusion: Tiny syringes infuse magically created acid into the target, your damage becomes Acid damage. Spend a Ki point on one of your attacks to force the target to make a Constition Saving Throw DC 8+proficiency+Wisdom. On a failed save the target gains vulnerability against a chosen damage type. If the target is imune it instead becomes resistant, if it is resistant, it insteadt loses that resistance. If the target is already vulnerable to the chosen damage type nothing happens. A successful Saving Throw resists the effect.
- Frost Punch: You attack your targets joints or way of moving with arctic frost, your damage becomes cold damage. Spend a Ki point on one of your attacks to force the target to make a Dexterity Saving Throw DC 8+proficiency+Wisdom. On a failed save the target´s movement speed halved. A success resists the effect. Creatures who are imune to cold damage automatically succeed.
- Burning Fist: Your knuckle implements bring frightening fire, your damage becomes fire damage. Spend a Ki point on one of your attacks to force the target to make a Wisdom Saving Throw DC 8+proficiency+Wisdom. On failed save the target is frightened of you until the start of your next turn. A success resists the effect. Creatures who are imune to fire damage automatically succeed.
- Forceful Blow: Your punches force your target back, your damage becomes Force damage. Spend a Ki point on one of your attacks to force the target to make a Strength Saving Throw DC 8+proficiency+Wisdom. On a failed save the target gets pushed 10 feet back. A success resists the effect.
- Lightning Strike: Your punches electrocute your target, your damage becomes lightning damage. Spend a Ki point on one of your attacks to force the target to make a Constitution Saving Throw DC 8+proficiency+Wisdom. On a failed save the target can´t take reactions until the start of your next turn. A success resists the effect. A creature imune to lightning damage automatically succeeds.
- Leeching Hook: Your attacks sap the lifeforce of the target, your damage becomes necrotic damage. Spend a Ki point on one of your attacks to force the target to make a Wisdom Saving Throw DC 8+proficiency+Wisdom. On a failed save you heal yourself for half of the sustained damage. A success resists the effect. A creature imune to necrotic damage automatically succeeds.
- Creeping Venom: Your attacks sicken the target, your damage becomes poison damage. Spend a Ki point on one of your attacks to force the target to make a Constitution Saving Throw DC 8+proficiency+Wisdom. On a failed save the target is poisoned until the start of your next turn. A success resists the effect. A creature imune to poison damage automatically succeeds.
- Skullbuster: Your attacks target a creatures mind, your damage becomes psychic damage. Spend a Ki point on one of your attacks to force the target to make an Intelligence Saving Throw DC 8+proficiency+Wisdom. On a failed save the target is charmed by you until the start of your next turn or until it takes damage from you or your allies. A success resists the effect. A creature imune to psychic damage automatically succeeds.
- Holy Knuckles: You smite your target with godly light, your damage becomes radiant damage. Spend a Ki point on one of your attacks to force the target to make a Charisma Saving Throw DC 8+proficiency+Wisdom. On a failed save the target has disadvantage on all attacks against targets other than you. A success resists the effect. A creature imune to radiant damage automatically succeeds.
- Rolling Thunder: Your strikes hit with the might of thunder, your damage becomes thunder damage. Spend a Ki point on one of your attacks to force the target to make a Constitution Saving Throw DC 8+proficiency+Wisdom. On a failed save the target is deafened until the start of your next turn. A success resists the effect. A creature imune to thunder damage automatically succeeds.
Acid Infusion
Acid Infusion: Tiny syringes infuse magically created acid into the target, your damage becomes Acid damage. Spend a Ki point on one of your attacks to force the target to make a Constition Saving Throw DC 8+proficiency+Wisdom. On a failed save the target gains vulnerability against a chosen damage type. If the target is imune it instead becomes resistant, if it is resistant, it insteadt loses that resistance. If the target is already vulnerable to the chosen damage type nothing happens. A successful Saving Throw resists the effect.
Burning Fist
Burning Fist: Your knuckle implements bring frightening fire, your damage becomes fire damage. Spend a Ki point on one of your attacks to force the target to make a Wisdom Saving Throw DC 8+proficiency+Wisdom. On failed save the target is frightened of you until the start of your next turn. A success resists the effect. Creatures who are imune to fire damage automatically succeed.
Creeping Venom
Creeping Venom: Your attacks sicken the target, your damage becomes poison damage. Spend a Ki point on one of your attacks to force the target to make a Constitution Saving Throw DC 8+proficiency+Wisdom. On a failed save the target is poisoned until the start of your next turn. A success resists the effect. A creature imune to poison damage automatically succeeds.
Forceful Blows
Forceful Blow: Your punches force your target back, your damage becomes Force damage. Spend a Ki point on one of your attacks to force the target to make a Strength Saving Throw DC 8+proficiency+Wisdom. On a failed save the target gets pushed 10 feet back. A success resists the effect.
Frost Punch
Frost Punch: You attack your targets joints or way of moving with arctic frost, your damage becomes cold damage. Spend a Ki point on one of your attacks to force the target to make a Dexterity Saving Throw DC 8+proficiency+Wisdom. On a failed save the target´s movement speed halved. A success resists the effect. Creatures who are imune to cold damage automatically succeed.
Holy Knuckles
Holy Knuckles: You smite your target with godly light, your damage becomes radiant damage. Spend a Ki point on one of your attacks to force the target to make a Charisma Saving Throw DC 8+proficiency+Wisdom. On a failed save the target has disadvantage on all attacks against targets other than you. A success resists the effect. A creature imune to radiant damage automatically succeeds.
Leeching Hook
Leeching Hook: Your attacks sap the lifeforce of the target, your damage becomes necrotic damage. Spend a Ki point on one of your attacks to force the target to make a Wisdom Saving Throw DC 8+proficiency+Wisdom. On a failed save you heal yourself for half of the sustained damage. A success resists the effect. A creature imune to necrotic damage automatically succeeds.
Ligthning Strike
Lightning Strike: Your punches electrocute your target, your damage becomes lightning damage. Spend a Ki point on one of your attacks to force the target to make a Constitution Saving Throw DC 8+proficiency+Wisdom. On a failed save the target can´t take reactions until the start of your next turn. A success resists the effect. A creature imune to lightning damage automatically succeeds.
Rolling Thunder
Rolling Thunder: Your strikes hit with the might of thunder, your damage becomes thunder damage. Spend a Ki point on one of your attacks to force the target to make a Constitution Saving Throw DC 8+proficiency+Wisdom. On a failed save the target is deafened until the start of your next turn. A success resists the effect. A creature imune to thunder damage automatically succeeds.
Skullbuster
Skullbuster: Your attacks target a creatures mind, your damage becomes psychic damage. Spend a Ki point on one of your attacks to force the target to make an Intelligence Saving Throw DC 8+proficiency+Wisdom. On a failed save the target is charmed by you until the start of your next turn or until it takes damage from you or your allies. A success resists the effect. A creature imune to psychic damage automatically succeeds.
Anti-Magic Alloy
Your mastery over metal has helped you develop a magic-repellent alloy for your knuckle implements. Proficiency times per day you can deflect Spells directed at you. Roll your Martial Arts Die and subtract 3. If you match or exceed the spell level you can redirect it at a creature of your choosing instead of nullifying it. You regain all expended uses of this feature after finishing a long rest.







-
View User Profile
-
Send Message
Posted Dec 20, 2023I dont know how to make it work in the App. Criticism welcome