Monk
Base Class: Monk

Monks of the tradition of the Closed Fist focus their training on strengthening their body and mind in a more destructive-oriented way than other traditions, and trade grace of movement for explosiveness and power.

Body of Steel

Your body has been hardened by your training and past battles, to the point where for you withstanding an attack is as effective as avoiding being hit. At 3rd level when you become part of this tradition, you can use your STR Modifier in place of your DEX modifier to your Armor Class when not wearing armor. You still add your Wisdom Modifier to your AC, as per the Unarmored Defence feature.

Forms of Strength

As part of the training in the Way of the Closed Fist, you learn a Form that defines your fighting style.
At 3rd level, you choose one of three Forms: Form of the TigerForm of the SerpentForm of the Phoenix.

As a bonus action in your turn you can spend 1 Ki to enter your Form. The Form will last for a number of turns equal to your STR+WIS modifiers, and will allow you to add additional effects when you make Unarmed Attacks. Each additional effect can be used only once per turn.

Form of the Phoenix

The scorching soul of the Phoenix burns your enemies and sustains yourself; each attack deals normal damage, and for each connecting hit, you can apply one of the following effects:

  • Phoenix Wings: you deal additional Fire damage equal to your Monk level;
  • Phoenix Wind: you make the target Prone on a failed DEX saving throw (normal Ki save DC) until the start of their next turn;
  • Phoenix Tail: you deal one additional Martial Arts die as Fire damage, and are healed of a number of Hit Points equal your Monk level.

Form of the Serpent

The insidious Serpent is a master of wearing down his opponent with quick hits and debilitating attacks; each attack deals normal damage, and for each connecting hit, you can apply one of the following effects:

  • Snake's Puncture: you deal additional piercing damage equal to your WIS modifier;
  • Nerve Hit: you reduce the target speed by 10 feet until the start of your next round;
  • Numbing Hit: you grant advantage to the next attack on the target until the end of your next turn and can move without provoking attacks of opportunity as if you had taken the Disengage action until the end of your turn.

Form of the Tiger

You hit your opponent with furious direct hits, aimed at breaking their guard and possibly their bones; each attack deals normal damage, and for each connecting hit, you can apply one of the following effects:

  • Tiger's Eye: you gain advantage on the next attack in this turn;
  • Shoulder Tackle: you can push the target 10 feet away from you in any direction of your choosing, and can then move 10 feet without provoking attacks of opportunity as if you had taken the Disengage action;
  • Prowler: you impose one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn. If you moved within 5 feet of the enemy in this turn, you deal additional Force damage equal to your WIS modifier.

Combat Rush

Your muscles are so used to fighting, that sometimes they react even before your mind does. You can add your STR modifier to your initiative value, however you can do so only right after the initiative for a combat encounter has been rolled and before the DM states the initiative order.
This ability can be used up to two times per long rest.

Splitting Iron

Your expertise in close combat allows you to reduce the damage of the attacks you receive and potentially return a counter blow. At 6th level you gain a special reaction action based on the Form you selected at 3rd level.

Phoenix's Aura

Stopping your enemy attack clarifies your superiority.

As a Reaction when hit by a melee attack, you can reduce the damage you take from the attack by 1d10 + your STR modifier + your monk level. If you reduce the damage to 0, you impose disadvantage on the next attack against you, and are healed of a number of Hit Points equal to the amount rolled exceeding the damage from the triggering attack, if any.

Serpent's Retort

Blocking completely your enemy attack grants you the opening for a return hit.

As a Reaction when hit by a melee attack, you can reduce the damage you take from the attack by 1d10 + your STR modifier + your monk level. If you reduce the damage to 0, you can perform a free Unarmed Attack on the target.

Tiger's Roar

When you manage to shrug off the attack from your enemy, you return a powerful close-range tackle.

As a Reaction when hit by a melee attack, you can reduce the damage you take from the attack by 1d10 + your STR modifier + your monk level. If you reduce the damage to 0, the target takes damage equal to your STR modifier and is pushed 10 feet away from you.

Forged Essence

After endless battles, your body and mind are refined and sharpened. At 11th level you an additional ability check bonus based on the Form you selected at 3rd level.

Phoenix's Majesty

You gain a bonus to your Insight and Persuasion checks equal to your STR modifier.

Serpent's Swiftness

You gain a bonus to your Athletics and Acrobatics checks equal to your WIS modifier.

Tiger's Presence

You gain a bonus to your Intimidation and Stealth checks equal to your STR modifier.

Tight Muscles

You gain resistance to all forms of bludgeoning damage.

Final hit

At 17th level, your training is almost at end and you reach peak physical form. As a reaction in your turn while under the effects of your Form, and after you have used all three of the additional effects from your Form, you can make your next attack produce a special effect at the cost of 1 Ki point. This special effect will be based on the Form you chose at 3rd level.

Phoenix's Rise

On a hit, you deal additional Fire damage equal to your Monk level plus your STR modifier (DEX save against normal Ki DC, if successful the damage is halved) and are healed of half the total damage of the attack (regardless of the target save).

Serpent's Poison

On a hit, the attack counts as a critical hit, and the target is considered Poisoned until the end of your next turn.

Tiger Soul

On a hit, you deal normal damage plus one additional Martial Arts dice, as well as apply the effects of Stunning Strike.

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