Base Class: Monk
The Way of the Wanderer can be a lonely one, but it is always exciting. The wanderer knows that strength is the key, but how that strength is achieved and used is up to each monk. Will the wanderer adopt the age-old philosophy of “might makes right,” or will they use their strength to lift others up? Either way, monks who walk this path strive to be the strongest in the land. But what does that mean in the end? Is it worth it to achieve unlimited power? What happens when there are no more challenges to best?
Scales of Might
You may use your Strength instead of Dexterity when calculating your Unarmored Defense. Your AC equals 10 + your Strength modifier + your Wisdom modifier.
Iron Fists
Starting when you choose this tradition at 3rd level, your strikes rain like a blacksmith’s hammer, molding your target into any shape you desire. Your Martial Arts die is increased to a d6 and follows the same progression with the increased die size: d8 at 5th, d10 at 11th, and d12 at 17th.
Stone Bones
At 6th level, you have worked to make your body unbreakable, allowing you to turn your defense into offense and deal extra damage to inanimate objects. When you are hit with a melee attack, you can use your reaction to reduce the damage dealt by spending 1 ki point to roll two Martial Arts dice plus your Strength modifier. In addition, you may spend 1 or 2 more ki points and add one Martial Arts die per ki point spent, making the maximum you may spend for this reaction 3 ki points in total. The amount of damage you roll is subtracted from the initial damage total, and you take any damage not negated. If your roll is higher than the damage dealt to you, the creature that dealt the damage takes damage equal to the difference.
Additionally, you deal double damage to unattended inanimate objects.
True Grit
By 11th level, you have the kind of determination that makes lesser foes tremble, losing their nerve and any upper hand they might have had.
You gain the following benefits:
■ You gain proficiency in Constitution ability checks and saving throws.
■ Any damage type you deal using monk weapons or unarmed strikes ignores damage resistance, and a creature’s immunity to this damage is treated as resistance instead.
One Punch!
When you reach 17th level, you have honed your body to be a conduit for the might of your ki, allowing you to deliver a single devastating punch. If you hit with an unarmed strike, you may use your bonus action to spend ki points to add an equal number of Martial Arts dice to the damage roll for the attack. You may only use this feature once per short rest unless you slay your foe. If you defeat your foe with your ONE PUNCH!, it is immediately available for use. If you spend the last of your ki points to defeat an opponent with your ONE PUNCH!, you immediately regain 5 ki points.
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