Monk
Base Class: Monk

Monks of the Iron Current are masters of motion and energy, trained to perceive the invisible flows of force in every battle. To them, every strike carries intent, every movement stores energy, and every blow can be turned against its origin. 

They do not merely fight — they read the momentum of their opponents, redirecting it, disrupting it, and, when the moment is right, seizing it entirely. Their style is as fluid as water yet as unyielding as iron: soft enough to evade a deadly strike, hard enough to shatter an enemy’s rhythm with a single, decisive counter.

Initiates of the Iron Current learn to turn the strength of their foes into their own, returning attacks with amplified force, halting advances with precise redirection, and destabilizing even the most formidable opponents. At the pinnacle of mastery, an Iron Current monk can control the very momentum of combat itself, bending assaults to their will, a single blow can topple giants, and a perfectly timed defense can make dragons hesitate.

Those who follow this path understand one truth above all: power is never yours; it flows through you, and mastery lies in knowing where to let it go.

 

Flow reader

At 3rd level, when a creature you can see within 5 feet of you hits you with a melee attack, you can use your reaction to reduce the damage by:

One martial arts die + your Dexterity modifier + your monk level.

If this reduces the damage to 0, you can immediately move up to 5 feet without provoking opportunity attacks.

 

Returning current

At 3rd level, when a creature within 5 feet of you misses you with a melee attack, you can spend 1 ki point to make one unarmed strike against that creature as part of the same reaction.

If the attack hits, it deals extra force damage equal to your Martial Arts die.

 

Redirection stance

At 6th level, when a creature you can see within 5 feet of you hits you with a melee attack, you can spend 2 ki points and use your reaction to halve the damage from the attack.

Immediately after, you can make one unarmed strike against that creature as part of the same reaction. If the attack hits, it deals extra force damage equal to your Martial Arts die.

 

Iron moment

At 6th level, when you hit a creature with an unarmed strike on your turn, you can spend 2 ki points to deliver an Iron Moment.

You can use this feature only once on your turn.

The attack deals extra force damage equal to one roll of your Martial Arts die + your monk level.

The target must succeed on a Constitution saving throw against your Ki save DC or suffer the following effects until the start of its next turn:

  • Its speed is halved.
  • It has disadvantage on its next attack roll.
  • It cannot take reactions.

This effect ends early if the creature takes damage from a source other than you.

The extra damage for this feature becomes two martial arts dice at level 11.

 

Soft body technique

At 6th level, while you are not wearing armor or wielding a shield. When you take bludgeoning damage, you can use your reaction to gain resistance to that instance of damage.

 

 

Seize the flow

At 11th level, when a creature you can see within 5 feet hits you with a melee attack, you can spend 3 ki points and use your reaction to reduce the damage to 0.

The attacker must succeed on a Strength saving throw against your Ki save DC or you choose one:

  • Knock it prone.
  • Push it up to 10 feet to an unoccupied space you can see.

On a success, the creature takes no damage but is pushed 5 feet away from you.

 

Predictive flow

At 11th level, when a creature provokes an opportunity attack from you, you have advantage on the attack roll.

Additionally creature trigger an opportunity attack for you even if they take the disengage action.

Sovereign of the flow

Level 17th, when a creature you can see hits you with an attack or forces you to make a saving throw, you can spend 6 ki points and use your reaction to seize control of the effect.

You take no damage and suffer no additional effects from the triggering attack or ability.

Then choose one:

Flow Reversal

The creature must make a Constitution saving throw against your Ki save DC.

  • On a failure: it takes force damage equal to the damage it would have dealt to you and is knocked prone.
  • On a success: it takes half as much force damage and is not knocked prone.

Flow Collapse

Until the end of your next turn:

  • The creature’s speed becomes 0.
  • It has disadvantage on its next attack roll.
  • If it has a Recharge trait, it automatically fails to recharge on its next turn.

You can use each option of the Sovereign of the Flow only once per short or long rest.

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