Base Class: Monk
They do not fear pain nor death, these are only ways to surpass the physical limits of the body. For these monks the pain is of great value, it means strengthening and enlightenment. To achieve real mastery, they sacrifice their vital energy to reach incredible levels of dexterity, precision and endurance.
Iron Body
At 3rd level, your Monk Hit Dice improves from 1d8 to 1d12 and your Constitution score increase by 2 to a maximum of 22.
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per monk level.
Limit Break
At 6th level, at the beginning of your turn (no action required) you can use Limit Break, that lasts until the beginning of your next turn.
By doing so, you roll a d4, the result becomes damage to your Hit Points and a bonus in this set of actions:
(You gain the following benefits if you are wearing no armor and not wielding a shield)
- Bonus to Dexterity checks and Dexterity saving throws.
- Bonus to unarmed attack roll and unarmed Improved Critical(reducing the difficulty for a Critical Hit by the bonus amount).
- Bonus to Deflect Missiles damage reduction and If you reduce the damage to 0, you regain your reaction.
- You can use Stunning Strike unarmed.
If you roll a 4 using Limit Break, you can spend 1 ki point to use Absolute Control or Power Overwhelming.
- Absolute Control: The Limit Break bonus goes to 5 and you take 0 damage to your Hit Points.
- Power Overwhelming: The Limit Break bonus goes to 8 and you take 8 damage to your Hit Points.
Tearing Blast
At 11th level, by spending 2 ki points you can use your action to release a powerful ki blast from your body.
Each creature in a 20-foot radius originating from you must make a Dexterity saving throw. On a failed save, each creature take 4d4 of damage as unarmed Ki-Empowered Strikes(Bludgeoning) and be knocked prone. On a successful save, the creature takes half as much damage and isn't prone (ki save DC).
- For each monk level you can add 1d4 of damage by spending 2 Hit Points.
- For each d4 that roll a 4, the cost of Hit Points is alleviated by 1.
- If used during Limit Break: Adds the Limit Break bonus to the ki save DC and for each d4 that roll a 4, the damage increases by +2 but the cost of Hit Points is aggravated by 1.
Tearing Blast can be used once per short/long rest or once per long rest if used during Limit Break.
Iron Palm
At 17th level, Martial Arts improved to 3d4.
Flurry of Blows: You can choose to spend 20 Hit Points instead of 1 ki point to use Flurry of Blows and for each Martial Arts d4 that roll a 4, the cost of Hit Points is alleviated by 3.
Deflect Missiles: You can choose to spend 10 Hit Points instead of 1 ki point for the ranged attack and for each Martial Arts d4 that roll a 4, the cost of Hit Points is alleviated by 3.
Stunning Strike: You can choose to spend 10 Hit Points instead of 1 ki point to use Stunning Strike and for each Martial Arts d4 that roll a 4, the cost of Hit Points is alleviated by 3.
Previous Versions
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Interesting. Can you tell me why?
good but they shouldn't' get ability score improvement at level 3rd level
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a "melee weapon attack", you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Holy monk! I've been fooled my whole life!!
Thanks!!! I will remove the redundancy when I test this sub-class more and came up with a better and more balanced version.
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This is an interesting build, but there is one point that is redundant:
Unarmed strikes count as melee weapon attacks (they're listed in the table of melee weapons) and therefore you can already use stunning strikes unarmed making that part of the Limit break trait redundant. As mentioned by Jeremy Crawford the rules designer for D&D in this twitter post: https://twitter.com/JeremyECrawford/status/951895470967672832