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.Remove these ads. Join the Worldbuilders Guild
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