Monk
Base Class: Monk

This is meant to encourage a strength based monk. It takes some inspiration from Hunter x Hunter and the earth benders in Avatar. 

Iron Body

Starting when you choose this tradition at 3rd level, you can surround your body in Ki and empower this barrier to harden your spirit and make your Unarmed Strikes hit like iron.

You can alter your Unarmored Defense feature by meditating over the course of a short rest. When you do so, your AC becomes 13 + your Wisdom modifier. You can return the feature to normal by meditating over the course of another short rest. This increases to 14 + your Wisdom modifier at 14th level.

Additionally, you can use a bonus action and spend 2 Ki points granting you the following benefits for 1 minute while you maintain concentration:

  • You gain temporary hit points equal to twice your Monk level.
  • Your Unarmed Strikes deal an additional 2 bludgeoning damage.

You will need to override your AC calculation because I can't get it to remove the Dexterity modifier.

Counter

At 6th level, you gain the ability to deflect and counter melee blows.

Your Deflect Missiles feature can now also be used on melee attacks as well. Reducing melee damage to 0 with this feature allows you the opportunity to spend a Ki point to make an Unarmed Strike at the attacker.

Soul of the Mountain

Starting at 11th level, when you use your Iron Body feature, you can spend an additional 2 Ki points to gain the effects of the Stoneskin spell while you maintain concentration on Iron Body.

Additionally, you learn the cantrips Mold Earth and Magic Stone, and you can spend 3 Ki points to cast Meld into Stone.

Fury of the Mountain

Starting at 17th level, you no longer have to maintain concentration on your Iron Body feature and you cannot be pushed or moved against your will while you are standing on the ground.

Additionally, you can use an action and spend 3 Ki points to open a fissure in the earth in front of you. This crack extends out from you in a 30-foot line that is 10 feet wide and 1d10 feet deep. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw against your Ki Save DC or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

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