Base Class: Monk
This tradition is one that focuses purely on the striking power that can be achieved with the body. Users of the kinetic fist have learned to store potential energy into their own bodies which they can they use to unleash devastating attacks on their enemies. Their nickname, siege-Kin, is a fitting name as the very earth they fight on is not safe from their fury.
Note: this is a class created by u/SethBlackwood on reddit. I'm just making on DnD beyond with very minor adjustments.
Kinetic Fist Technique
Crushing Palm:
If you make a successful melee unarmed attack against a creature you may spend a ki point in order to be able to attempt to grapple the creature you hit. You use your wisdom instead of your strength for the contested check.
Deflecting Palm:
If your are hit with a melee attack, and dealt damage, you may use your reaction and spend a ki point to reduce the damage by you martial arts die + wisdom modifier + your monk level. If the damage reduced is more than the damage of the attack you deal the damage you would have taken to the creature that attacked you.
Resounding Knuckle:
If you make a successful unarmed melee attack, you may spend 1 ki points to give your attack the siege property and deal an extra martial arts die of bludgeoning damage.
Explosive Palm:
Whenever you make a successful unarmed melee attack, you may spend 2 Ki point to deal the same damage you dealt to the creature you hit to all creatures in a 15 ft cone behind the target creature.
Iron arms
At 6th level, the strength of your arms has grown to a point where there are as tough as metal. Whenever you use patient defence, you enter into a defensive stance and gain resistance to bludgeoning, piercing, and slashing damage. You also gain a climbing speed equal your movement speed.
Kinetic Foot
At 11th level, you have slowly worked the power of the kinetic fist into your legs and feet, giving your steps a power of their own. Your leap and jump distance are tripled.
Additionally, when you use your slow fall feature you may choose to do a kinetic dive instead. When you land, you still reduce damage as normal, but each creature within 20ft of you must make dexterity saving throw or take 1d6 bludgeoning damage for every 10ft you fell and be knocked prone. On a successful save, they take half damage and are not knocked prone.
If you land on top of a creature when you do this, the damage die increases to a d10 and you do not effect any other creatures.
Potential body
At 17th level, your body is as infused with potential energy as it is blood. As an action to give yourself one of the following benefits for one minute.
- Steadfast as Stone: Gain Resistance to all damage
- Fists of Iron: Increase your marital arts die to a d12
- Reach of the Wind: Your unarmed attacks have a reach of 15ft.
Once you use this feature, you must finish a long rest before you can use it again.







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