Base Class: Monk
Monks that practice the fighting style of the Brutal Fist have forsaken things like peace and believe it to be a false dream to make people hope for something that will never come. Instead, Brutal Fist Monks have dedicated themselves to creating their own peace by amassing riches and followers. They are adept in using small, sharp weapons as well as their fists.
Monks of the Brutal Fist fighting style often dislike helping others, but will do so if the reward is great enough. They tend to stay away from churches, monastaries, and places with many people overall unless absolutally nessesary.
Way of the Brutal Fist
Since they disregard life, Monks of the Brutal Fist equip themselves with their own weapons that match their personalities: weaponized gauntlets and gloves.
Deadly Jabs
At 3rd level, when chosing this subclass, you arm your already deadly hands with spikes on the knuckles of your gloves or guantlets. Chose one of the following:
- Poison - enemies hit with your strikes take an additional 1d6 Poison damage.
- Bleeding - enemies hit with your strikes begin to Bleed. Bleeding enemies take 1d4 Bleeding damage during the start of their turn. Bleeding enemies can take an action to stop the bleeding.
When ever you level up, you can chose to remain with the ailment you have chosen or change to the other.
Hit Them While They're Down
At 6th level, you gain the ability to take advantage of your opponents in unfortunate situations. When an enemy within your threatened area becomes prone, stunned, dazed, or asleep, you can use your reaction to leap onto them, after making a successful DC 12 Dexterity (Acrobatics) check. While you are on top of your enemy, your melee attacks deal an extra 1d4 damage.
Hostile creatures within 15 feet of you must make a DC 15 Intelligence saving throw. On a failed save, the creature is fearful of you and will not approach you. On a successful save, the creature gains advantage on attack rolls against you during its next turn.
Sharp Hands
When you make an attack, you can make your attacks deal Slashing damage.
Honed Claws
At 11th level, you have honed your weapons of choice. When you make a successful attack roll against your opponent, your:
- Poison - Poison damage increases by 1d6 for each successful attack. If the poisoned creature has 25 health or less, it must make a successful DC 15 Constitution save. On a failed save, the poisoned creature has disadvantage on all ability checks during its next turn.
- Bleeding - enemy takes an additional 1d4 for each successful attack plus an additional 4 for each 5 feet whenever they move. If the Bleeding creature has 25 health or less, it must make a DC 15 Constitution save. On a failed save, the bleeding creature has disadvantage on all attack rolls during its next turn.
Previous Versions
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8/31/2018 10:11:47 PM
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14
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5.e.
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Coming Soon
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