Base Class: Monk
monk that does muay thai
Crushing Limbs
Starting at 3rd level, you use your ki to enhance the damage of successive attacks when you use Flurry of Blows. For each consecutive hit after the first dice used to roll damage increases by one. The progression is as follows: 1d4 becomes 1d6, becomes 1d8, becomes 1d10, becomes 1d12 becomes 2d6, becomes 3d6 adding one more d6 as you progress through consecutive attacks. Missing an attack resets your damage dice to normal.
Iron Skin
Beginning at 6th level as a reaction to being hit by a melee attack you gain temporary hit points equal to three times your monk level. Subtract this attack's damage from your temporary hit points and if at least 1 remains you may immediately attack the creature as a free action. You may use this feature once before taking a long rest.
Supreme Conditioning
At 11th level, while in battle, if you start your turn at or above half hit points you regain hit points equal to your wisdom modifier. If you are reduced to 0 hit points this feature stops functioning until you take a short or long rest.
Clinch
Starting at 17th level you are able to clinch with opponents in a way that opens them up to further attack. Use a ki point to grapple and roll Dexterity (Acrobatics) to seize the target instead of Strength (Athletics). Instead of needing one free hand you require two. If you have successfully grappled you may use the following clinch abilities instead of the rest of your attack actions:
Rapid Knees, deliver 4 vicious knee strikes (Martial Arts attacks) with advantage on to hit rolls. For an additional ki point you may apply Crushing Limbs to these attacks. You may elect to spend a third and final ki point to have the target roll a Strength (Athletics) check against the total damage you did this turn or end up prone. This ends the grapple.
Sweep, you throw opponent 15 feet , for an additional ki point you may kick (Martial Arts melee) them while they are in the air. If you deal damage with this attack your opponent lands prone unless they succeed a Dexterity (Acrobatics) roll against 10+ damage done. You may elect to spend a third and final ki point if the target ended up prone to jump on them delivering 4d6 + dexterity modifier magical bludgeoning damage. Once the damage is resolved you end up in any free space adjacent to the target. If there are no adjacent squares you end up prone in the same space as the target. At the end of your turn the clinch changes into a normal grapple condition.
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