Monk
Base Class: Monk

Monks that take this monastic tradition has spent their lives perfecting thier fists to iron. After plunging thier hand into Shoa Lao, the Unding you have the ability to punch with precision and power to deal massive damages. After returning form the city of Kun Lun you can now show the world what it means to be the immortal iron fist

Iron Knuckles

As you take this subclass at 3rd level, you punches become harder and deal more damage. Add +1 to unarmed strikes, +2 at level 6, +3 at level 11 and +4 at level 17 

In addition, your unarmed strikes score a critical hit on a roll of 19 or 20 asap an action only

Fists of Iron

At 3rd level, you gain the ability to channel your ki into your fist dealing additional damage. You may spend any amount of Ki on a single strike, each Ki spent on an attack let's you add an additional martial arts dice. You have to announce how many Ki you want to spent before you attack. This ability may only be used on unarmed strikes made as an action not as a bonus action.

Wholeness of body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Self Control

At 6th level, you can control your heart rate and breathing giving you advantage on stealth checks for 1 minutes. You can use this ability once per short rest.

Ki Shockwave

At 11th level, you can spend 2 Ki points as an action to produce a large shockwave targeted at the ground. Everyone in a 30ft radius is thrown 5ft back and must make a DEX saving throw or be knocked prone.

Immortal Iron Fist

Starting at 17th level, you can funnel a your Ki into a single strike, dealing a devastating blow to your enemies. As an action, you can make a single unarmed strike against a creature within range. If you hit, you can spend 8 Ki points to deal that creature an additional 12d8 points of force damage and force it to make a Strength saving throw or be pushed a number of feet directly away from you equal to 5 times your Wisdom modifier (minimum 5).
As well, each creature within 5 feet of the target (except yourself) must succeed on a Strength saving throw, taking half the damage dealt and being shoved the same distance away from you on a failure

Previous Versions

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6/20/2025 6:04:01 AM
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