Base Class: Monk
Monks who learn the Way of the Fist have trained and honed their muscles and body to the point of having near magical properties. Often referred to as “Muscle Wizards” due to their ability to cast a “spell” called “FIST!” Looked at by many others to be considered peak physical condition, Way of the Fist monks continuously look for ways to further improve their bodies and minds. As a “Muscle Wizard”, you have learned to channel your Ki into parts of your body to further enhance your physical abilities in a variety of ways, from hitting things really really hard, launching objects and creatures, or letting their body do the work.
Strength is Key
You have trained your muscles to overcome certain odds and barriers. When you choose this tradition at third level, you may use your Strength modifier instead of your Wisdom modifier for your Monk abilities (e.g. Unarmored defense, Ki save DC, etc).
Cast FIST!
The Muscle Wizard's preeminent ability. His lifetime of physical training and studies in the art of punching things has allowed the Muscle Wizard to defy the laws of nature. Starting at level 3, as an action, you may spend 1 Ki point and focus your strength into your fists to "Cast FIST". This ability generates a 15-foot line or cone of force from your body and anything caught inside the area must make a Strength saving throw. On a failed save, a creature takes 1d4 + your Strength modifier and is pushed 15 feet backwards and is knocked prone. On a successful save, the creature takes half as much damage and isn't pushed or knocked prone. In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from you by the spell's effect. The damage dice for this scales with your Martial Arts unarmed strike damage dice.
Muscle Power
After having more experience with your "Cast FIST" ability, you can now channel your energy throughout your whole body. At 6th level, when you make the attack action you can spend 1 Ki point to use your "Cast FIST" ability in tandem with your unarmed strikes. This enhanced attack will do your normal unarmed strike damage plus your "Cast FIST" damage and effect. You can spend an additional Ki point to repeat this effect when you make a second attack using the attack action. This ability cannot be combined with Flurry of Blows or Stunning Strike.
Strike the Earth
Beginning at 11th level, your punches have grown so strong you can rend the the Earth itself. As an action, you may expend 3 Ki points to cast the effects of a Erupting Earth spell by striking the ground in front of you, with the origin being where you strike. When you use this ability, you may expend 3 additional Ki points to increase the damage by 1d12 for each 3 points you spend. The saving throw DC for the spell equals 8 + your Strength modifier + your proficiency bonus.
Plus Ultra
At 17th level, you gain the ability to strike down your foes with god-like power. When you hit a creature with an unarmed strike, you can spend your remaining Ki points to empower your fists with an all-mighty energy. You can cause one of two effects:
Final Smash: channel all of your power into one massive strike, dealing 2d10 Force damage for each Ki point spent, as well as launching them equal distance to damage in the direction you hit them, with a successful Constitution saving throw allowing the target to take half damage (fall damage is not halved by this Con save and will be handled using standard applying fall damage rules); or
The Hundred Fists: make an additional unarmed strike for each Ki point expended as a bonus action. If 10 or more of these unarmed strikes hit the target, they are already dead and their body contorts and explodes in a violent manner. "Omae wa mou shindeiru"
This ability cannot be used again until after a long rest.
-
View User Profile
-
Send Message
Posted Mar 22, 2021Please tell me what you think. Any criticisms or adjustments are welcome, just please be respectful.