Base Class: Monk
Monks of the way of iron value strength of body over all, they use their mastery of ki to hone and strengthen their heavily trained bodies.
A monk of the way of iron will tend to overwhelm single targets with their superior strength and speed or hold multiple enemies at bay to protect or assist their allies.
Strength of body
Starting when you choose this tradition at 3rd level, you can manipulate your Ki to strengthen your body enhancing your attacks or improving your defences in the following ways.
- Iron fists: whenever you make an unarmed strike against an opponent you can spend one ki point to add an extra damage die to the attack (you must spend the ki point before you know weather or not the attack hit, the ki Point is lost on a missed strike).
- Great wall: whenever you are hit with a melee or ranged weapon attack you can use your reaction to add your proficiency bonus to your AC at the cost of 1Ki point (you must use this feature after the attack hits but before damage is rolled)
- Iron grip: you can spend one ki point to take the grapple action as a bonus action.
Unarmored defence (alternate)
When you take this tradition at third level you use your strength score instead of you dexterity score for unarmoured defence.
Human Cage
At 6th level your hand acts as an iron vice.
whenever a creature you are grappling starts it’s turn it takes 1d6 crushing damage, additionally when you make an attack of opportunity against a creature you can instead try to grapple it.
Overdraw
Starting at 11th level you gain the ability to drag extra strength out of your body’s reserves.
whenever you use an ability that costs ki while you have none you can still use the ability at the cost of 1d8 necrotic damage per ki point needed this damage lowers your maximum hit points an can only be restored by a long rest.
any attacks made with overdraw are made with advantage.
Burning body
At 17th level you learn to overcharge your body with ki granting extra strength and speed.
as an action you can spend 5 ki points to force your body to grow stronger for 1 minute, while this affect it active you have advantage on STR CON and DEX saves, you have an extra 10ft of movement your jump distance is doubled and you can use “flurry of blows” “patient defence” and “step of the wind” without cost, additionally you deal an extra 1d6 fire damage with your unarmed strikes as your body burns over with energy.
when this affect ends you immediately take 8d6 physic damage and your body becomes lethargic your movement is halved and you cannot use ki until your next long rest.
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