Base Class: Monk
Whether in the ring or a street fight, a Way of the Clenched Fists monk is ready to fight tooth and nail for victory and survival. When a monk chooses this subclass at 3rd level, it means they've adapted to a life spent taking damage, overcoming the odds only by the skin of their teeth. With bones as hard as steel, a Way of the Clenched Fists monk puts their entire body behind each attack.
Adamantine Chin
When you choose this tradition at 3rd level, you become immune to critical hits, so long as, you are not wearing armor. Your martial arts stance tightens your body into an impenetrable bastion, making even the strongest of attacks bounce off your flesh.
Bob and Weave
At 3rd level, you learn how to duck under and avoid attacks whilst unleashing a Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Dodge action until the start of your next turn. Additionally, when a creature within 5 feet of you misses a melee attack, you can spend 1 ki point to make an unarmed strike against them as a reaction.
Loaded Punches
Starting at 6th level, you have learned to focus the properties of the Adamantine Chin in your fists, crashing the unparalleled density of your bones into your enemies. When you make an unarmed strike, you can add your constitution modifier to the damage roll.
Survivor's Eye
Starting at 11th level, you learn how to analyze your enemy's weaknesses and effectively exploit them before a fight even starts. Immediately after rolling initiative, if you are not surprised, you can select a creature to be effected by a randomly determined weakness immediately after rolling initiative. After choosing your target, roll on the weakness table to determine what weakness you detect. The conditions of each weakness take effect the first time you deal damage to the target you selected. When any these effects call for a saving throw, the DC is equal to 8 + your proficiency bonus + your dexterity modifier. Additionally, you can target a different creature with this ability as an action on any of your subsequent turns.
Weakness
| D6 | EFFECT |
|---|---|
| 1 | Loose Footing. For the next minute, the target provokes an opportunity attack when they are shoved and cannot take the disengage action. |
| 2 | Poor Planning. For the next minute, the target must make an intelligence saving throw at the start of each of their turns. On a failure it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three for its turn. |
| 3 | Dead Arm. For the next minute, the target must make a strength saving throw at the start of each of their turns. On a failure the target deals only half damage with melee weapon attacks until the end of their turn. |
| 4 | Traumatophobia. The target must succeed on a charisma saving throw or be frightened of you for the next minute. |
| 5 | Concussion Prone. The target must succeed on an intelligence saving throw or have disadvantage on saving throws against spells for the next minute. |
| 6 | Vulnerable Solar Plexus. For the next minute, the target must make a constitution saving throw at the start of each of their turns. On a failure, the target is paralyzed until the end of their turn. This effect ends early if the creature is targeted with an effect that end the paralyzed condition. |
Down Not Out
At 17th level, you gain the ability to will yourself out of unconsciousness. When you are reduced to 0 hit points but not killed outright, you can spend 1 ki point to immediately regain 1 hp and make an unarmed strike. The ki point cost for this ability increases by 1 for each subsequent use of this ability. The cost of ki points for this ability resets the next time you roll initiative.
Previous Versions
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11/10/2023 9:21:45 AM
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