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Blackbando

iron bell monk

Dec 4th, 2018
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  1. ### Way of the Iron Bell
  2. #### Iron Bell Armor
  3. When you choose this tradition, at 3rd level, you gain proficiency in a special kind of heavy armor, known as iron bell armor. You can turn any kind of heavy armor into iron bell armor over the course of a long rest, provided you have the armor with you over the course of the rest. While you are wearing iron bell armor, your AC is equal to the armor's AC, or 13 + your Constitution modifier, whichever is higher, and you are blinded. You can still benefit from your Martial Arts and Unarmored Movement features while wearing your iron bell armor, and your iron bell armor has no strength requirements.
  4. #### Echo Fighting
  5. Also, at 3rd level, while wearing iron bell armor, you can pinpoint the locations of your foes using vibrations and sounds made by your iron bell armor. You have blindsight with a range of 30 feet, plus an additional number of feet equal to your unarmored movement bonus. You do not have disadvantage on attacks made against targets within your blindsight due to you being blinded, and attacks made by creatures within your blindsight do not have advantage due to you being blinded.
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  7. If you are deafened, you cannot benefit from your blindsight. When you take the Attack action on your turn, you can forego one of your attacks to bang on your iron bell armor, doubling the range of your blindsight until the start of your next turn. Alternatively, you can do so as a bonus action.
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  9. #### Ringing Strikes
  10. Starting at 6th level, you can rattle the mind of your foes using your iron bell armor. Once per turn, when you hit a creature with two unarmed strikes on the same turn, it takes thunder damage equal to your Wisdom modifier (a minimum of 1), and you always know its location until the end of your next turn.
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  12. Also, when you hit a creature with an unarmed strike, you can expend 1 ki point to impose one of the following effects on the target:
  13. - It must make a Strength saving throw. If it fails, you can push it up to a number of feet equal to your unarmored movement bonus away from you, and if it collides with a wall or another creature, it takes 1d6 bludgeoning damage for every 10 feet it moved and is knocked prone.
  14. - It must make a Wisdom saving throw. If it fails, the first attack made against it before the end of your next turn has advantage.
  15. #### Seismic Clap
  16. By 11th level, you can channel powerful soundwaves through your armor, both offensively and defensively.
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  18. ***Offensively.*** As an action, you can expend 2 ki points to have sound reverberate out from you in a 15 foot cone. All creatures in the cone must succeed on a Constitution saving throw, or take thunder damage equal to your martial arts die rolled three times, taking half the damage on a success. Channeling soundwaves in this way counts as taking the Attack action with an unarmed strike for your monk features.
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  20. ***Defensively.*** As a reaction to a creature within range of your blindsight being attacked, you can expend 1 ki point to send a wave of sound at the attacker, dealing thunder damage to it equal to your Wisdom modifier (a minimum of 1) and giving it a penalty to its attack roll equal to the thunder damage it took, possibly causing it to miss.
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  22. #### Steel Master
  23. At 17th level, you have become a master of the arts of the iron bell, giving you the following benefits:
  24. - Your blindsight's range is doubled.
  25. - You are immune to thunder damage and cannot be deafened.
  26. - When you use your Flurry of Blows, you can spend additional ki points, making one more unarmed strike for every ki point you spend. You can only spend 5 ki points on your Flurry of Blows at once.
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