Base Class: Monk
You have mastered the ways of punching to kill people. You are a powerful being who is now able to punch with even more power! Your fists terrify your enemies to the point of you stun locking people without the Dm approving! You think is op but there are restraints on this subclass.
Closed Fist Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be stunned until it succeeds a constitution saving throw.
- It must make a Strength saving throw. If it fails, you can frighten them until the start of your next turn.
- It can’t get a critical until the end of your next turn.
Wholeness of Fist
At 6th level, you gain the ability to heal yourself. As an action, you can deal damage equal to three times your monk level. You must finish a long rest before you can use this feature again.
Violent Rest
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of violence. You gain advantage on your next five attacks after your long rest. If any of these are critical hits you deal your monk level*2 extra damage AFTER the double damage.
Shattering Knuckles
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to shatter its bones. If the creature has bones it must make a constitution save or take 10d10 bludgeoning damage and it gets stunned until it is brought back up full health. If this reduces a creature to 0 hit points it is stunned until healed by an effect which heals being stunned is used on it. (This can't be a short or long rest).