Way of Iron, a Monk subclass.

Post/Author/DateTimePost
#1

Danny_Montanny

Nov 21, 2014 11:12:37

I did see that Redblue200 has a Way of Iron subclass, but I wanted to focus more on defense and unarmed strikes. Tried to think about balance with the other subclasses, keeping in mind what I felt would represent the idea I was going for. Let me know what you guys think!

 

Way of Iron

Monks of the Way of Iron rigorously condition their bodies to be able to withstand a great deal of physical punishment. They adopt a fighting style that lets them use their hardened body to augment their offensive and defensive capabilities. They learn how to focus their ki to shrug off damage and to ignore effects that would force them to move. Over time their bodies become so resiliant they are better able to withstand debilitating effects. Mastering the Way of Iron means spending countless hours in training, and culminates in the ability to channel your ki into your unarmed strikes to devistating effect.

 

Iron Root Style

Starting when you choose this tradition at 3rd level, you have adapted your combat style to take advantage of your conditioning training.  While you aren't wearing armor or weilding a shield, you can enter a rooted stance as a bonus action to gain the following benefits:

  • Your unarmed stikes deal additional damage equal to your Constitution modifier.
  • You gain a +2 bonus to your AC so long as you can take actions and are not restrained.

These benefits end if you move or are somehow moved agains your will.

 

Ironblood Reflex

By 6th level, you are able to channel your ki to decrease the damage that you take. When you take damage, you can use your reaction to spend 1 ki point to halve the damage.

 

Body of Iron

By 11th level, your relentless conditioning has made your body extraodinarily resiliant. You gain advantage on Constitution saving throws and checks. Additionally, when you are subject to an effect that would somehow move you against your will, you can use your reaction to spend 1 ki point to not be moved by the effect.

 

Iron Strike Technique

At 17th level, your mastery of the Way of Iron has made your unarmed strikes even more powerful when you channel your ki through them. You gain the following benefits:

  • When you use Flurry of Blows, your unarmed strikes for that turn ignore resistance to bludgeoning damage and do twice as much damage to objects.
  • When you use Stunning Strike, the target has disadvantage on their Constitution saving throw.
  • When you hit a creature with an unarmed strike, you can spend 2 ki points to make the hit a critical hit.
#2

mellored

Nov 21, 2014 12:30:59

Danny_Montanny wrote:
(Reply to #2)

Danny_Montanny

mellored wrote:
#4

mellored

Nov 21, 2014 13:11:45

Danny_Montanny wrote:
#5

Elfcrusher

Nov 21, 2014 13:24:34

Iron Guard: How about it only costs ki if the attack still hits?  That way it costs ki sometimes.

 

I'd like to see immunity to Shoving in this subclass somewhere.

#6

Danny_Montanny

Nov 21, 2014 14:12:48

Iron Guard: spend 1 ki as a bonus action to enter the guard. Can only move half speed (or maybe only up to 10 feet), or guard ends. Immune (or maybe just advantage on saves/checks) to effects that would forcibly move you. Can spend 1 ki point as a reaction to impose disadvantage to an attack that hits you.

 

That sounds pretty cool, and makes me think of Horse Stance. Gets rid of protection of others. With the ki cost of the stance, would the reaction need to cost ki as well since it's been limited to self? Maybe a ki cost, but half damage instead of disadvantage?

 

Iron Strike: crits do one extra die and spend 2 ki to crit.

 

That's pretty powerful without being too much, right?

#7

Elfcrusher

Nov 21, 2014 18:53:50

Danny_Montanny wrote:
#8

Jordan175

Nov 21, 2014 23:04:17

Danny_Montanny wrote:
#9

Timmee

Nov 22, 2014 6:35:04

I like it. In addition, with a name like Way of Iron, I'd like to see unarmed attacks do more damage and even bypass certain resistances or doing double damage to objects:

 

1 Ki = gain a +2 bonus to damage/ki spent

1 Ki = double damage to objects

1 Ki = bypass a creature's resistance

 

Etc. Meh?

#10

Danny_Montanny

Nov 22, 2014 8:52:44

I definitely like the ideas. Was trying to keep it in line with the other subclasses, where not every ability is combat focused. 

 

What if Iron Guard was spend 1ki as a bonus action for a +1 bonus to AC and unarmed strikes do a die more damage. Concentration up to a minute. Maybe restrict movement for balance? Or is the ki and concentration enough? Have it scale at level 11 and 17 and spent 2 and 3 ki for +2 and +3 AC bonuses.

 

Maybe something like Iron Root Technique at level 6. When an effect would require a save/check to force you to move, you can spend 1 ki point to not be moved. 

 

Level 11 can be Body of Iron giving you advantage on Constitution saves and checks. Since you'll get proficiency in a few levels, advantage will show that you're just that much more resilient from your consistent conditioning.

 

Level 17 could be Iron Guard Mastery: your unarmed strikes ignore bludgeoning resistance when in Iron Guard. Also, while in Iron Guard can spend 2 ki points to turn a hit into a crit.

 

Got your defense and offense right off the bat that scales while leveling. Utility in and out if combat. Finally finishing up with a big offensive boost.

#11

Elfcrusher

Nov 22, 2014 9:55:21

Maybe back up and describe narratively what you envision, then figure out the abilities?

#12

mellored

Nov 22, 2014 11:12:22
Iron guard: As a bonus action you can spend 1 Ki to enter a defensive stance. You gain resistance to all damage Execept psycic. This stance ends if you move or are.moved, or make an attack.
#13

Varden_Khol

Nov 24, 2014 19:52:08

I read this the other day and reeeeally like the flavour of a super-tough monk. So I had a crack at my own Way of Iron tradition, kinda based off the barbarian rage mechanic.

 

The idea is that the monk will be incredibly hard to move from his chosen defensive position but sacrifices his additional attacks to do so. (at least until he learns Flowing mountain)

Later levels see this build dishing out plenty of damage to anyone who comes close and sharing his hardiness with friendlies who stand at his side.

 

Iron Stance
Starting when you choose this tradition at 3rd level, you have learned to channel your ki into your skin enabling you to withstand any attack.
On your turn you can spend 2 Ki point to enter Iron Stance as a bonus action.
While in this stance you gain the following benefits if you aren’t wearing armour:
- You have advantage on Constitution saving throws and against any effect that would cause you to move.
- You have resistance to all damage types.
If you are able to cast spells, you can’t cast them or concentrate on them while in this stance.
Your stance lasts until the end of your next turn unless you spend another bonus action to continue the effects of the stance. The stance ends automatically if you move or are forced to move.

 

Iron Fist

 

By 6th level, you add your Constitution modifier to your damage when attacking with unarmed strikes.

 

Flowing Mountain
At 11th level, you have become so accustomed to the Iron Stance that you can now focus on other things while maintaining it.
Your Iron Stance now has a duration of 1 minute and you no longer have to spend bonus actions to maintain it.

 

Mountain Stance
By 17th level, you have learned that the Ki that flows through you is the same energy that flows through all beings.
When you enter Iron stance the benefits extend to any friendly character within 5’. They lose this benefit if you end the stance, they move or they are forced to move.

(Reply to #11)

Danny_Montanny

Elfcrusher wrote:
#15

Elfcrusher

Nov 26, 2014 15:24:54

One possibility is to allow the Iron Monk to spend a point of Ki as a reaction to avoid being forcibly moved.

(Reply to #15)

Danny_Montanny

Elfcrusher wrote: