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Monk Subclass: Way of the Fist

Monk Subclass: Way of the Fist


Hit Points

Hit Dice: d8 per Monk Subclass: Way of the Fist level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

No warrior looks more unassuming at rest—or is more devastating in motion—than a monk dedicated to the Way of the Fist. Practiced primarily by the Allegiants of the Order of the Fist, this martial art fuses bare-fisted brawling with unwavering discipline and absolute self-control. Disdaining weapons and wearing little to no armor, allegiants are expert pugilists who can effortlessly evade ranged fire, deflect enemy blades, and counterattack enemies with a flurry of kicks and punches.


Subclass Options

COMBO
Starting when you choose this tradition at 3rd level, you gain bonuses for successful consecutive hits on a single target. On your turn, you gain a +2 bonus to the attack rolls of your unarmed strikes for each hit that you have made on that target on your turn, to a maximum of +6. This bonus resets to 0 if you take damage on your turn.  
IRON FIST
By 6th level, your unarmed strikes and monk weapons ignore damage resistance to slashing, piercing and bludgeoning damage from nonmagical attacks.  
SPECIAL MOVES
At 11th level, you have memorized and mastered patterns of discrete movements that unlock your ki, allowing you to use the following special moves:   Ki Blast. You can channel your ki into a blast of energy. As an action, you can expend 2 ki points to make a ranged spell attack (using your Wisdom modifier + your proficiency bonus) against a creature you can see within 120 feet of you. On a hit, the target takes force damage equal to 6d8 + half your monk level.   Uppercut. Immediately after you take the Attack action on your turn, you can spend 1 ki point to perform an uppercut. Make an unarmed strike as a bonus action. On a hit, if the target is Large or smaller and doesn't have all of its hit points, it takes damage as normal and is then knocked off its feet and falls prone.   Whirlwind Strike. Whenever you make a melee attack on your turn against a creature you can see, you can spend 1 ki point to lunge up to 15 feet toward your target before making the attack. This movement doesn’t provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you do not land on solid ground.  
K.O.
Beginning at 17th level, you can spend 3 ki points to channel your ki into a single strike, knocking a foe unconscious. As an action, make an unarmed strike against a creature within your reach. On a hit, the target takes damage as normal. If the creature has 100 or fewer hit points after you deal damage, it is reduced to 0 hit points, is knocked unconscious, and becomes stable. Once you use this ability, you can't use it again until you finish a long rest.


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