Base Class: Monk
Some Monks train in the art of peace, others aim to achieve inner perfection. Monks of the Bloody Fist spend their lives devoted to the art of combat. They are martial artists down to their core and as a result they are often both respected and feared. Bloody Fist Monks train in maximizing the impact of their punches. Focusing on making each of their fists a deadly weapon. They train vigorously to achieve this, and implement the use of specialist wraps to help both increase the devastation of a punch, and defend and protect their fists and arms.
Wrapped Knuckles
At 3rd level you are practiced in the effective use of hand wrapping to better your defensive and offensive capabilities. You use a length of cloth, rope or chain to protectively wrap your hands and forearms. These can be chosen by the player. In doing so you gain the following benefits unless you take the wraps off:
- You gain an additional 1 bonus to attack and damage rolls with your unarmed strikes
- You gain an additional 1 bonus to your AC
These bonuses increased by 1 at 11th level and again at 17th level.
Counter Attack
At 3rd level you know how to exploit even the slightest drop in an opponents defences. When a creature you can see within 5ft of you misses you with an attack. You make a single unarmed strike against the attacker as a reaction. You can use this feature a number of times equal to your wisdom modifier. You must finish a short rest before you can use this feature again.
Razor Sharp Reflexes
At 6th level, your body and mind are impossibly quick to react. You have a number of reactions per round equal to half your Wisdom modifier (rounded up) and you gain a bonus to initiative roles equal to your Wisdom modifier.
Target Weakspots
At 6th Level you gain a better understanding of how to effectively target weak spots in opponents. 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 knocked prone.
- The target must succeed on a Constitution saving throw or be blinded until your next turn.
- The target is Deafened until the start of your next turn.
Brutal Combo
At 11th level, your speed and skills heighten further, allowing you to string together longer combos. When you use flurry of blows you can make a third unarmed strike as part of the same bonus action. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose an additional one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- The target must succeed on a Constitution saving throw or be blinded until your next turn.
- The target is Deafened until the start of your next turn.
Bloody Determination
At 17th level, your resolve to continue fighting is awe inspiring. As a bonus action you can spend up to 10 Ki points to regain 10 hit points per Ki points spent. If your current hit points are under half your hit point maximum you may also add your Wisdom modifier to the number of hit points regained.







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