Monk
Base Class: Monk

All of the following abilities require no weapons are being used and both hands are free and empty. While things like brass knuckles and punching daggers can be used, this subclass is increases the damage of fury of blows and bonus unarmed strikes with punches, so such weapons should not applied to any bonus action from the monk outside of features unrelated to the monk class such as the charger feat, the DM always has a final say in what makes sense in his or her game.

Boxer art by JohnoftheNorth on Deviantart and Avatar art by Nesskain on deviantart.

Iron Fist

Starting when you choose this tradition at 3rd level, learn how to strike like nothing else, you get the following 2 effects

  • Heavy fist: Your unarmed attacks are stronger than even normal monks. Increase your martial arts die by one stage, d4 to d6, d6 to d8, d8 to d10, d10 to d12. You only gain this benefit when both hands are empty and this bonus cannot be applied to a monk weapon.  
  • The Ol' One-Two: Every missed attack is an opportunity to land a different one. Whenever you take the attack action to make an unarmed strike, if the one of these attacks miss, you have advantage on the next attack roll against the missed target with your next unarmed strike this turn. This benefit cannot apply more than once per target per turn.

K.O. Strikes

At 6th level, you gain the option to attempt to make a stunning strike to a specific part. Whenever you attempt to make a stunning strike, you may chose to target a specific body part to gain a more effective strike. These effects cannot be used on Oozes, plant or any other creature the DM would consider unrealistic. 

Target the head with an Uppercut: If the target is hit by the attack fails it's saving throw to the stun, the creature has disadvantage on Intelligence and Wisdom saving throws while stunned this way (removing the stun, removes this effect).

Target the torso with a Gut shot:  If the target is hit by the attack fails it's saving throw to the stun, The creature has disadvantage on Constitution saving throws while stunned this way (removing the stun, removes this effect).

Target the nether region with a Low Blow:  If the target is hit by the attack fails it's saving throw to the stun, it is also has disadvantage on Charisma saving throws while stunned this way (removing the stun, removes this effect).

Rope-a-Dope

Beginning at 11th level, the monk can keep it's hands up to out last a fight with a target in combat. If the monk is hit by an attack they can use their reaction to spend 1 Ki points to gain resistance to all but psychic damage till the end of the current turn.

Heymaker

At 17th level, you gain the ability to set up a career ending hit. When you hit with an unarmed strike, you can spend 4 ki points to cause the creature to make a CON saving throw as they would for a stunning strike (this in place of stunning strike). If it fails, it is Paralyzed for a minute. at the end of each of it turns it can repeat this save to end the effect. when the effect ends or is saved initially, the target is poisoned for an additional minute. A way of the closed fist monk can only attempt a Heymaker once per turn.

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