Steeled Body
Starting when you choose this tradition at 3rd level, your body hardens to resist punishment and hold your ground, while your strikes send opponents flying. You can now calculate your Unarmored Defense AC as: 10 + your Strength or Dexterity Modifier (your choice) + your Wisdom Modifier
Additionally, whenever you land a melee weapon attack on an enemy using Strength, you can spend one ki point to activate one of the following effects:
- Your strike deals extra force damage equal to your martial arts die.
- Your strike pushes an opponent up to 20 feet back.
- Your enemy must make a Strength Saving Throw or be knocked prone.
Unbroken
Starting at 6th level, you learn to toughen yourself even further against physical damage, to continue unerring through the worst of punishment. As a reaction when you are hit by a melee attack, you can reduce the damage by 1d10 + your Strength modifier + your Monk level. If you reduce the damage to 0, you can expend 1 ki point to gain temporary HP equal to half the damage you would have taken.
Unstoppable Force
At 11th level, your movements are forceful and deliberate, and your strikes tear down your opponent's defenses with ease. You can freely move through enemies' spaces as if they were difficult terrain, and you ignore nonmagical difficult terrain entirely. Additionally, you gain the following ki feature:
Spirit Breaker
When you land a melee weapon attack using Strength on a creature, you expend 2 ki points to force the creature to make a Constitution Saving Throw. On a failed save, the creature takes a level of exhaustion
Immovable Object
You have perfected your body and hardened it to its peak. You are immune to effects that would move you against your will, or knock you prone, and you are immune to being grappled by any creature Huge size or smaller.
Additionally, your body is the perfect shield for your allies to take cover behind. Your body acts as full cover for any medium or smaller creature that would use it as such.
Finally, when an ally within 5 feet would be hit with an attack roll, you can use your reaction to move between the ally and the attack, and take the damage yourself. When you do this, you halve the attack's damage against you.
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