Base Class: Monk
Monks in the Way of the Iron Spirit focus on an intuition-based martial style. A combination of meditation and careful training has allowed them to be masterful brawlers in practically any environment.
Blindsight
You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Safeguard
As a bonus action, you may expend a ki point to dash to an ally within 20 ft, granting both you and that ally temporary hit points. This dash does not trigger opportunity attacks.
Resonating Strike
You may expend 1 ki point to mark an enemy you can see within 30 feet. As an action, you may dash to them, consuming the mark and dealing martial dice damage. The mark lasts for 1 minute. Dashing to the mark does not trigger opportunity attacks.
Monastic Aptitude
Gain expertise in 2 monk skills.
Acrobatics
Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Athletics
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
- You try to jump an unusually long distance or pull off a stunt midjump.
- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
History
Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Insight
Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Religion
Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Stealth
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Tempest
By expending 5 ki point, you channel energy and strike the ground, releasing a shockwave that strikes every unit within 15 ft of you. Every target hit must succeed on a CON Saving Throw or take force damage based on your martial dice. A target who succeeds on the Saving Throw takes half damage. All enemy units hit with Tempest are marked with a Resonant Mark.
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