Base Class: Monk
3rd Level – Compass Needle
Your martial training allows you to center yourself in the flow of combat, reading attacks and countering them.
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When you make an Unarmed Strike on your turn, you can spend 1 ki point to impose disadvantage on attack rolls made against you until the start of your next turn.
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In addition, whenever a creature misses you with a melee attack, you can use your reaction to move up to 10 feet without provoking opportunity attacks.
3rd Level – Shockwave Strikes
Your blows carry explosive force.
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When you hit with an Unarmed Strike, you can spend 1 ki point to deal additional force damage equal to one Martial Arts die, and creatures of your choice within 5 feet of the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be pushed 10 feet away.
6th Level – Flesh of Iron, Soul of Stone
Your body becomes unnaturally resilient.
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You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
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In addition, when you are reduced to 0 hit points, you can spend 1 ki point to drop to 1 hit point instead. The number of ki points required to use this ability again in succession increases by one each time.
11th Level – Destructive Death
Your strikes explode with devastating shockwaves.
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When you take the Attack action and make only Unarmed Strikes, you can replace one of your attacks with a Destructive Shockwave.
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Destructive Shockwave: Each creature of your choice within a 15-foot cone must make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they take force damage equal to 3 rolls of your Martial Arts die + your Wisdom modifier and are pushed 15 feet away. On a success, they take half damage and aren’t pushed.
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You can use this feature a number of times equal to your proficiency bonus per long rest.
17th Level – Compass of Annihilation
You embody the perfect form of the Destructive Fist, overwhelming everything around you.
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When you activate Compass Needle, you can now spend 3 ki points to gain advantage on all attack rolls with Unarmed Strikes until the start of your next turn, in addition to its normal effects.
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Once on each of your turns when you hit a creature with an Unarmed Strike, you can deal extra force damage equal to 2 Martial Arts dice and force the target to make a Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn.
Compass Needle
Your martial training allows you to center yourself in the flow of combat, reading attacks and countering them.
-
When you make an Unarmed Strike on your turn, you can spend 1 ki point to impose disadvantage on attack rolls made against you until the start of your next turn.
-
In addition, whenever a creature misses you with a melee attack, you can use your reaction to move up to 10 feet without provoking opportunity attacks.
Shockwave Strikes
Your blows carry explosive force.
-
When you hit with an Unarmed Strike, you can spend 1 ki point to deal additional force damage equal to one Martial Arts die, and creatures of your choice within 5 feet of the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be pushed 10 feet away.
Flesh of Iron, Soul of Stone
Your body becomes unnaturally resilient.
-
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
-
In addition, when you are reduced to 0 hit points, you can spend 1 ki point to drop to 1 hit point instead. The number of ki points required to use this ability again in succession increases by one each time.
Destructive Death
Your strikes explode with devastating shockwaves.
-
When you take the Attack action and make only Unarmed Strikes, you can replace one of your attacks with a Destructive Shockwave.
-
Destructive Shockwave: Each creature of your choice within a 15-foot cone must make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they take force damage equal to 3 rolls of your Martial Arts die + your Wisdom modifier and are pushed 15 feet away. On a success, they take half damage and aren’t pushed.
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You can use this feature a number of times equal to your proficiency bonus per long rest.
Compass of Annihilation
You embody the perfect form of the Destructive Fist, overwhelming everything around you.
-
When you activate Compass Needle, you can now spend 3 ki points to gain advantage on all attack rolls with Unarmed Strikes until the start of your next turn, in addition to its normal effects.
-
Once on each of your turns when you hit a creature with an Unarmed Strike, you can deal extra force damage equal to 2 Martial Arts dice and force the target to make a Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn.







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