Way of the Iron Fist Monk
During the Great War Between Order and Chaos, the clergy of Aegias-Meteo fought in the frontlines against the forces of chaos trying to bring down The Order. Although there hasn't been a major war in the continent of Chronan since, there is still a recluse monastic order dedicated to honing their skills in combat should a new war erupt. These monks who follow the Way of the Iron Fist practice the use of clockwork gauntlets blessed with divine energy. On the rare occassion they are seen in public, they always wear white vestiges and a black-and-red mask covering their whole face.
3rd level: Clockwork Gauntlets
6th level: Ki-Fueled Fists
11th level: Axiomatic Body and Mind
17th level: Martial Law
Your Martial Arts die grows by one category, starting at a d6. At 6th level, it becomes a d8; at 11th level, a d10; and finally at 17th level, a d12.
When you hit a creature with an unarmed strike with the gauntlets, you can spend 1 ki point to push it 5 ft. away from you.
Your Armor Class increases by 2.
You suffer the following penalties while wearing these gauntlets:
You cannot wield weapons, shields or items worn as gloves.
You cannot hold items, with the exception of your Deflect Missiles feature.
You cannot grapple creatures.
Flash Fist: By spending 2 kit points when you hit a creature with an unarmed strike, you cause additional radiant damage equal to your Martial Arts die. The creature must also make a Constitution saving throw against your Ki save DC. On a failed save, the creature is blinded by the light emanating from the fist until the end of its next turn.
Flying Fist: By spending 1 ki point as part of your attack action, you send the fist part of one of your gauntlets flying through the air to make a thrown unarmed strike. The attack has a normal range of 20 ft. and a long range of 60 ft. The fist then returns to your hand immediately after the strike.
Land's Gauntlet: By spending 2 ki points, you use an action to slam your gauntlets to the ground and cause a tremor within 10 ft. range. Each creature other than you in that area must make a Dexterity saving throw against your Ki save DC. On a failed save, a creature takes bludgeoning damage equal to your Martial Arts die and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
Shocking Fist: By spending 2 ki points when you hit a creature with an unarmed strike, you cause additional lightning damage equal to your Martial Arts die. The creature hit by this attack cannot take reactions until the start of its next turn.
Thunderous Fist: By spending 2 ki points when you hit a creature with an unarmed strike, you cause additional thunder damage equal to your Martial Arts die. The creature hit by this attack has disadvantage on attack rolls against targets other than you until the start of your next turn as a distracting pulse courses through its body.
You become immune to being charmed or frightened, and you cannot be magically commanded, compelled or coerced in any way against your will (for example, with possession or spells like command, compelled duel or zone of truth).
You are immune to any spell or magical effect that would alter or shape your form against your will (for example, lycanthropy and polymorph).
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