Base Class: Monk
Born and bred street brawlers, the embodiments of raw power and untamed potential. That's what monks of the Way of the Tamed Fist were before dedicating their life to the monastery. Through relentless training and discipline they have refined their natural talent, and have turned their fists into precise and lethal weapons.
Insightful Endurance
Through relentless training of both body and mind, you have honed the ability to read your opponents intentions and harness your mental fortitude to overcome physical challenges.
You gain proficiency in the insight skill.
In addition, whenever you make a saving throw to resist exhaustion, you gain a bonus to the roll equal to your Wisdom modifier.
Perfect Jab
Starting when you choose this tradition at 3rd level, you can throw your enemy off-balance with your precise strikes. Whenever you use your flurry of blows, you can instead throw a flurry of three jabs.
These jabs deal bludgeoning damage equal to 1 + your Dexterity modifier. A creature hit by a jab must succeed on a Dexterity saving throw or have disadvantage on attack rolls until the start of your next turn. You can only affect one creature per turn with this technique.
Counter
At 6th level, you've mastered the art of the counter. While under the effects of the dodge action, as a reaction when a creature misses you with a melee attack roll, you can make an unarmed melee attack against the creature.
You have advantage on the attack roll, and deal an additional 1d4 bludgeoning damage on a hit.
Down but not Out
Beginning at 11th level, your body refuses to stay down when knocked unconscious. You have advantage on death saving throws. On a roll of 18 or higher on a death saving throw you instantly regain 10 hp.
You must finish a short or long rest before you can use this feature again.
Untamed
At 17th level, you have refined your skills to the fullest and have learned to combine them with your natural talent. As a bonus action, you can spend 5 ki points to awaken your untamed potential for 10 minutes. This awakening ends early if you are incapacitated or die.
While awakened, you gain the following benefits.
- Your unarmed strikes deal an additional 1d4 damage.
- You have resistance to bludgeoning, piercing and slashing damage.
Previous Versions
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3/25/2024 9:57:51 PM
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