Monk
Base Class: Monk

In contrast to many other monasteries, a monk that follows the Way of the Iron Fortress understands that a town holds within itself the same peace often sought at the farthest reaches of the world. They see their life force intertwined with the communities that they pass through and, with time, become part of. The road to such peace is a long one, found in alley ways and half-opened windows, but it is only a matter of practice that a monk should find themselves discovering the roads all laid out and deciphering the order from the chaos. 

City Sleuth

Starting when you choose this tradition at 3rd level, your senses have become honed by the city, making you more alert and watchful. You gain proficiency in one of the following skills of your choice: Insight, Investigation, or Perception. Alternatively, you gain proficiency in one type of artisans’ tools of your choice.

In addition, you cannot be Surprised as long as you aren’t Blinded or Deafened.

Steel Vigilance

At 3rd level, you draw upon your resilience to outlast your opponents. When you use your Patient Defence, you gain Temporary Hit Points equal to two rolls of your Martial Arts die. While you have Temporary Hit Points this way, you gain the following benefits.

Bob and Weave. When a creature misses you with an attack, you can move 5 feet. This movement doesn’t provoke opportunity attacks.

Evasive Strikes. When you hit a creature with an unarmed strike, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.

Stand Your Ground. You have advantage on rolls made to resist being grappled or knocked prone.

Inland Empire

At 6th level, you learn to find the city in people’s hearts, and become a part of it. As an action, you can make a Wisdom (Insight) check contested by a creature’s Charisma (Deception) check. You must be able to see or hear the creature, and the creature must know a language, though you do not need to share one.

If you succeed on the check and the creature is hostile to you, you have advantage on attack rolls against the creature and gain a bonus to your AC equal to your Proficiency Bonus against attacks made by the creature. This effect lasts for 1 minute, until you attack a different creature, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 hour. While charmed this way, you know when the creature is lying. This effect ends immediately if you or your companions do anything harmful to it.

Once you succeed a check using this feature, you cannot use it again until you finish a Short Rest, unless you spend 2 Ki Points to regain a use.

Blood Sharpens the Stone

At 11th level, as your condition worsens, so do your blows. While you have no more than half of your hit points left, you gain the following benefits.

One-Two. Once on each of your turns when you hit a target with an unarmed strike, you can deal extra damage to the target equal to your Martial Arts die.

Walk It Off. You roll three Martial Arts die to determine the number of temporary hit points gained from your Steel Vigilance.

Soul of Steel

At 17th level, you gain the following benefits.

Unbroken Stone. You gain a bonus to your Death Saving Throws equal to your Proficiency Bonus.

Vengeful Return. When a creature reduces your Temporary Hit Points from your Steel Vigilance to 0, you can make an unarmed strike against that creature as a reaction if they are within range. On a hit, the creature is knocked prone.

Voice of the City. You have advantage on Wisdom (Insight) and Charisma (Persuasion) checks.

Comments

Posts Quoted:
Reply
Clear All Quotes