Monk
Base Class: Monk

The way of the Forehead is an ancient tradition passed down by generations. They run in to battle and use they head to disorientate there enemy's 

Iron Skull

At 3rd level, when you choose this tradition, your head becomes a weapon. You can use your head to make unarmed strikes. Your unarmed strikes using your head deal 1d6 bludgeoning damage. Additionally if your race has horns you deal an additional 1d4 damage  

Charging Headbutt

When you take the Dash action, you can make one headbutt attack. If you move at least 20 feet straight towards a target and hit with this headbutt attack, the target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone.

Stubborn Stance

At 6th level, your resilience is bolstered by your unyielding will. You gain proficiency in Constitution saving throws. Additionally, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Concussive Impact

At 11th level, your headbutts have become so powerful that they can disorient your enemies. When you hit a creature with a headbutt, you can spend 1 Ki point to force the target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target is disoriented for 1 minute. While disoriented, the creature has disadvantage on attack rolls and ability checks. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unstoppable Charge

At 17th level, you can become an unstoppable force on the battlefield. When you use your Step of the Wind, you can make two headbutt attacks. Additionally, if you move at least 30 feet in a straight line before making these attacks, you deal an additional 2d6 bludgeoning damage on a hit.

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