Base Class: Monk
Monks of the Way of the Resonant Fist do not flow around the river of battle; they stand as the dam that breaks it. By binding their life force into heavy, spectral gauntlets, these brawlers absorb the kinetic force of their enemies. Their martial arts style abandons agile dodges in favor of pure physical conditioning, driving raw power from a highly developed posterior chain into devastating, explosive forward presses and strikes. You absorb the kinetic energy of your foes, store it in your dense musculature, and unleash it to break guards, shatter armor, and lock enemies down in crushing holds.
Level 3: Conditioned Physique
Your ascetic practices resemble grueling strength training rather than quiet meditation. By subjecting your body to massive, high-volume resistance—building dense muscle across your chest, shoulders, and back through the equivalent of heavy deadlifts and seated good mornings—your physique becomes an impenetrable defense.
When you are not wearing armor or wielding a shield, your Armor Class equals 10 + your Strength modifier + your Constitution modifier.
Soulbound Gauntlets
You manifest heavy, spectral gauntlets that anchor to your physical form. As a bonus action, you can summon or dismiss these gauntlets. They cannot be disarmed or removed against your will. While your gauntlets are active, your strikes rely entirely on raw, physical power:
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Heavy Strikes: You must use your Strength modifier for the attack and damage rolls of your unarmed strikes. Your unarmed strikes deal force damage instead of bludgeoning damage, and the damage die becomes a d8 (unless your Martial Arts die is already higher).
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Magical Force: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Kinetic Battery
Your gauntlets act as a kinetic reservoir. When a creature you can see within 10 feet of you deals damage to you, you can use your reaction to absorb the impact. You reduce the damage taken by an amount equal to one roll of your Martial Arts die + your Strength modifier.
The exact amount of damage prevented is converted into Stored Resonance. You can hold a maximum amount of Stored Resonance equal to twice your Monk level, and the stored energy dissipates after 1 minute out of combat.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you have no uses remaining, you can spend 1 ki point to use this reaction again.
Kinetic Discharge
You learn to violently expel your absorbed kinetic energy through your strikes. When you hit a creature with an unarmed strike, you can choose to expend any amount of your Stored Resonance. The attack deals additional force damage equal to the amount spent.
When you discharge 5 or more Stored Resonance into a single strike, the sheer force of the blow disrupts the target. Choose one of the following effects:
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Shatter Stance: The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
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Repel: You blast the target up to 15 feet away from you in a straight line.
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Seize: The kinetic energy wraps around the target, allowing you to immediately attempt to grapple them as part of the attack (no action required).
Iron Root Stance
Your physical form hardens, allowing you to weather storms of attacks to charge your gauntlets. As a bonus action, you can choose to halve your movement speed until the end of your turn to enter an Iron Root Stance.
While in this stance, or while you are actively grappling a creature, you gain a +1 bonus to your AC and resistance to bludgeoning, piercing, and slashing damage.
Furthermore, your deliberate positioning feeds your offense. Once per turn, when a creature damages you while you are in this stance (or while you are grappling them), you immediately gain Stored Resonance equal to your Strength modifier (up to your normal maximum).
As a protector, you also gain Interception Grasp: When a creature within 5 feet of you attacks a target other than you, you can use your Kinetic Battery reaction to intercept the blow. You become the target of the attack instead. If the attack hits, you process the damage reduction and storage exactly as if the attack had originally targeted you.
Cataclysmic Overload
You can flood your gauntlets with an overwhelming surge of kinetic pressure, transforming yourself into a juggernaut. As a bonus action, you can spend 4 ki points to enter a state of Cataclysmic Overload for 1 minute. While in this state, you gain the following benefits:
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Colossal Presence: You count as Huge for the purposes of grappling and shoving.
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Overcharged Strikes: Whenever you hit with an unarmed strike, you roll two additional Martial Arts dice for the damage.
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Perfect Conversion: Whenever you use your Kinetic Battery reaction to reduce damage, you do not bank the points. Instead, you immediately add the exact amount of prevented damage to your very next unarmed strike as additional force damage (no action or expenditure required).
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Crushing Hold: Any creature you grapple is entirely overwhelmed by the kinetic pressure and is considered restrained for the duration of the grapple.
Channeling this cataclysmic energy shatters your spectral gauntlets. When the 1-minute transformation ends, your gauntlets violently dissipate. You cannot summon them again until you finish a short or long rest.
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