Base Class: Monk
Warriors of the Colossal Fist are masters of unarmed combat. They learn techniques to utilize the their strength in order to devastate their foes and manipulate their own energy to enhance their bodies.
Level 3: Strength of the Colossus
Your unarmored defense feature can now use your Strength + Constitution modifiers to calculate your AC instead of your Dexterity + Wisdom.
You may calculate the DC for your monk features using your Constitution rather than your Wisdom.
Level 3: Staggering Blow
When you hit a creature with an attack for the first time on a turn, the creature takes additional damage equal to your Monk level + your Constitution modifier and must make a Constitution saving throw or their speed becomes 0 until the end of their next turn.
Additionally, when you use your flurry of blows and hit the same creature with all the attacks, the creature becomes Pummeled. A creature that is Pummeled suffers the following effects:
- They have disadvantage on attacks against you.
- They cannot take reactions that you would trigger.
- Whenever you hit them with an unarmed strike, they take damage equal to two rolls of your martial arts die instead of one.
Level 6: Colossal Endurance
Whenever you spend a focus point to use your patient defense feature, you can also give yourself temporary hit points equal to twice your Monk level.
For as long the temporary hit points last, whenever you hit a Pummeled creature, you can choose to launch them 15 feet in a straight line directly away from you (not up). A creature launched this way must make a Constitution saving throw at the start of its next turn or take half the total damage you dealt to it on your turn.
Whenever you hit a creature that is not Pummeled, you can try to launch them in this way as well, but they can make a Constitution saving throw to avoid the effect entirely.
Level 11: Quaking Slam
When you use your flurry of blows, you can choose to replace all the attacks with a single massive strike to the ground beneath you. If you do, each creature in a 15 foot radius of you must make a Dexterity saving throw. On a failure, they take damage equal to two rolls of your martial arts die and become Pummeled. On a success, they instead take half damage only.
Additionally, at this level, Pummeled creatures have their speed reduced by 10 feet.
Level 17: Rupture Earth
You can use an action and 4 focus points to cause the ground between you and a target creature to rupture. Each creature in a 10 foot wide line between you and the target (including the target) must make a Dexterity saving throw. On a failure, a creature takes 6d12 force damage and is launched 10 feet into the air before falling back down prone in an unoccupied space within 10 feet of the spot they occupied (DM's choice). On a success, they take half damage only.
If a creature is Huge or larger, they instead automatically fail the saving throw, are not launched into the air or prone, and take 10d10 force damage.
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