Base Class: Monk
Many Monks utilize feet as a weapon, as a kick can be even more potent than a punch. Yet for a Warrior of the Heelbreaker, this is taken to an extreme, as these Monks prefer to bring foes to the ground, making stomping and kicking even more effective than it otherwise would be. Such Monks can even use these tactics to control the positioning and movement of their foes.
Level 3: Bring To Heel
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can force the target to make a Dexterity saving throw against your Focus save DC. On a failure, it has the Prone.
In addition, you can make a contested Charisma (Intimidation) check against an adjacent creature's Charisma (Intimidation) as a Bonus Action. If you succeed, the creature becomes Prone, and is Frightened until the end of its next turn.
Level 6: Suffering Stomp
When you hit a Prone creature with an Unarmed Strike using your feet, you deal an additional 1d6 Force damage. The target then must make a Constitution saving throw against your Focus save DC. On a failed save, the target makes all attack rolls and ability checks with Disadvantage until the end of its next turn. You can cause this saving throw only once per turn.
Level 11: Stay Down
Creatures that attempt to stand up within melee range of you provoke Opportunity Attacks from you. When you use an Unarmed Strike as an Opportunity Attack against a Prone creature, the creature's speed becomes 0 for the remainder of that turn and it cannot stand up.
Level 17: Where I Want You
When you hit a Prone creature with an Unarmed Attack, you can spend one Focus Point to cause the attack to be a Critical Hit.
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Posted May 6, 2025Where are the pain points bro