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- ### Way of the Ironskin (name needs work)
- Yo, you're like
- Hard as steel
- But not your dick, I mean like, your body
- #### Iron Skin Technique
- When you choose this tradition, at 3rd level, you gain the ability to transmute your body into solid metal by spending 1 ki point as a bonus action. When you do so, you gain the following benefits for the next minute, or until you end the effect (no action required):
- - Once per turn, when you hit with a melee weapon attack, you can deal additional damage to the target equal to your Martial Arts die.
- - You gain temporary hit points equal to 2 x your monk level.
- - Your AC cannot be lower than 12 + your Constitution modifier.
- #### Siege Weapon
- Additionally, at 3rd level, you have learned how to destroy objects weaker than your skin. Your melee weapon attacks deal double damage to objects.
- #### Deflect Blows
- At 6th level, you gain the ability to harden your body to deflect melee attacks. When you are hit with a melee weapon attack, you can use your reaction to deflect the attack. When you do so, the damage you take from the attack is reduced by your Constitution modifier + your monk level. If you have the benefits of your Iron Skin Technique active when using this feature, you also add your Martial Arts damage die to the amount reduced.
- If you reduce the damage to 0, you can spend 1 ki point to make an unarmed strike on the attacker as part of the same reaction.
- #### Steel Plating
- Starting at 11th level, when you use your Iron Skin Technique, you can choose to spend 2 ki points, instead of only 1. When you do so, you gain resistance to bludgeoning, piercing, and slashing damage for the duration, and your AC cannot be lower than 14 + your Constitution modifier.
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- version 2
- #### Steel Fist Technique
- When you choose this tradition, at 3rd level, you gain the ability to cover your fists with a heavy layer of iron, as a bonus action. When you do so, until the start of your next turn, you gain the following benefits:
- - Your unarmed strikes deal an additional die of damage.
- - You gain temporary hit points equal to your monk level.
- - Once per turn, if you hit a creature that is Large or smaller with an unarmed strike, you can force it to make a Strength saving throw. On a failed saving throw, the creature is shoved 10 feet away from you.
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