Base Class: Monk
Some choose a path of martial prowess that enables them to overcome their enemies through raw physical might. Those who follow this path eventually gain the ability to become unstoppable, more akin to a force of nature than a mere fighter.
Unyielding
When you take this tradition at 3rd level, you can use your Constitution modifier in place of your Wisdom modifier for you Unarmored Defense feature. In addition, you gain proficiency with Constitution saving throws.
Mighty Blows
When you first take this tradition at 3rd level, you may choose up to 2 Mighty Techniques (see below). You may choose an additional technique at 6th, 11th, and 17th level.
To use a Mighty Technique, you must spend 1 ki point when declaring an attack, choosing the technique that will be used. You may only use one Mighty Technique per turn; this increases to 2 per turn at 11th level.
Some of your Mighty Techniques require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:
Mighty Technique save DC = 8 + your Proficiency Bonus + your Strength modifier
Counter Strike
Until the start of your next turn, if an enemy within 5 feet of you targets and misses you with an attack, you can use your reaction to make an unarmed strike against the enemy, with a +5 to the damage.
Elbow Strike
Make an additional unarmed attack after this one. The additional attack cannot use a Mighty Technique, and the damage dice decrease by 1 size (1d10 becomes 1d8, 1d8 becomes 1d6, 1d6 becomes 1d4 and 1d4 changes to 1 damage)
Guarded Strike
Until the start of your next turn, you gain +2 AC.
Gut Punch
The target must succeed on a Constitution saving throw or its speed is halved until your next turn.
Hammerblow
The damage dice for this attack increases by 1 size (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12), you must have two hands free to declare an unarmed strike a hammerblow.
Headbutt
The target must succeed on a Constitution saving throw or be unable to take reactions until their next turn.
Meteor Hammer
The attack's range is changed from melee to 45 feet.
Overhand Punch
The target must succeed on a Dexterity saving throw or be knocked prone.
True Might
Starting at 6th level, you may spend 3 ki points to unleash your true might. While unleashed, you gain the following benefits:
- Your martial arts die becomes 1d6 (1d8 at 5th lvl, 1d10 at 11th lvl, and 1d12 at 17th lvl)
- Your "Unarmored Movement" bonus and jump distance is doubled
- You have Resistance to bludgeoning, piercing, and slashing damage.
- Advantage on Strength Checks and Saving Throws
You remain unleashed for 1 minute. If you are knocked unconscious, this effect ends. You may also end this effect as a bonus action on your turn. Once you have used this feature, you cannot do so again until you finish a short or long rest.
You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a Long Rest, you regain all expended uses.
Unstoppable Form
If you would be reduced to 0 hit points, you may instead choose to become an unstoppable force of strength for 1 minute. If you do so, you must immediately spend all of your remaining hit dice, regaining health as if you spent them during a short rest. You also regain a number of ki points equal to your proficiency modifier.
While you are unstoppable, you gain the following benefits:
- You ignore any effect that would move you or change your movement speed.
- Moving through nonmagical Difficult Terrain costs you no extra Movement.
- You have resistance to all nonmagical damage.
- You no longer need to breath.
- You do not suffer the effects of exhaustion.
If you are brought to 0 hit points while in this state, you immediately fail 2 death saving throws. Otherwise, once the minute is over, you immediately fall unconscious with 1 hit point, and you suffer 2 levels of exhaustion. You must finish a long rest before you can use this feature again.
Truly Unstoppable
When you become unstoppable, you also automatically become unleashed at no ki point cost. While you are unstoppable, if you drop to 0 Hit Points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.
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