Monk
Base Class: Monk

The path to enlightenment is one of many physical and spiritual struggles. Monks who follow the Way of the Iron Fist, however, need only worry about the spiritual aspect, for their strength and their power are unmatched even against opponents with actual weapons. It is common for a fight against a true master of the Iron Fist to last mere seconds and for the enemy to last no longer than a few hours afterward.

 Monks in this monastic tradition embody the idea that the best offense is even more offense. When it all comes down to a singular, world-ending strike, the Iron Fist is your best bet.

Iron Fist Technique

Starting when you choose this tradition at 3rd level, you can shatter your enemy's defenses with forceful strikes. Whenever you hit a creature with one of the attacks granted to you by your Flurry of Blows, you can impose one of the following effects on your target. 

  • It must succeed on a Constitution saving throw or have its AC lowered by 1 until the start of its next turn.
  • It must succeed on a Constitution saving throw or be disarmed.
  • It immediately loses concentration and cannot concentrate until the end of its next turn.

Shattering Strike

At 6th level, your fists can destroy most things with relative ease. You gain double proficiency with Strength checks whenever you try to break solid objects with your fist. 

Iron Body

At 11th level, the force and power that you can exert with your fists extend to your body, letting you brace against otherwise powerful attacks. As a reaction, you may roll 1d12 and add your constitution modifier and your proficiency bonus to reduce incoming damage by the resulting value. If this reduces the damage to 0, gain temporary hitpoints equal to your current monk level.

You may do this twice before taking a short rest. 

Worldbreaker Strike

At 17th level, you can unleash the most powerful weapon of any Iron Fist master's arsenal, the Worldbreaker Strike. When you hit a creature with an unarmed strike, you may spend all remaining Ki points (at least 3) and a bonus action to deal an additional 12d10 bludgeoning damage.

The target must then succeed on a Strength saving throw or be knocked back 30 feet in a straight line. If the target collides with a solid object or another creature, both the targets take 3d10 bludgeoning damage. If the solid object breaks from impact, the target continues to travel the remainder of the distance, taking 3d10 bludgeoning damage for every solid object they hit in this manner. If the target hits any number of other creatures, all affected creatures travel the remainder of the distance. 

 

Way Of The Iron Fist Image

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