Remove these ads. Join the Worldbuilders Guild

Monk: Way of the Gilded Fist

Even among the constant hustle and bustle of a city that never sleeps, there are those who puruse peace and quiet on a spiritual scale. Though not as mystical as some of the other sects in Maldan, monks of the Way of the Gilded Fist are unrivalled in their raw physical power by all but the most powerful Barbarians. Molded by its home city, the Way of the Gilded Fist places less emphasis on subterfuge, instead channeling one's Ki into chaining together devastating attacks capable of toppling even the most heavily armored of foes.
hit dice: 1d8 per monk level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
armor proficiencies: None
weapon proficiencies: Simple weapons, shortswords
tools: Choose one type of artisan's tools or one musical instrument
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts
  • spellcasting:
    class features:

    Forged Fist: Power

    At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon.  

    Tenets of the Gilded Fist

    Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature.  
  • Tenet of Silver. Whenever you consume Ki points or use martial arts to make unarmed attacks, you make one additional attack. This attack deals unarmed damage identical to your martial arts attack dice.
  • Tenet of Gold. When you hit a creature with an unarmed attack, you can spend 1 Ki point to cause it to make a Constitution saving throw. On a failed save, the creature takes 2d8 force damage and is pushed 1d10+5feet away from you. On a successful save, the creature only takes 1d8 force damage and is not pushed away from you.
  • Tenet of Bronze. As a bonus action, you may spend 1 Ki point to enhance your muscles, increasing the damage of your next attack. The next time you hit a creature with an unarmed attack, you deal 1d6+3 additional damage.
  • Tenet of Steel. When you hit a creature with an unarmed attack, make an Athletics (Dexterity) check. Upon a success, you gain additional AC equal to your proficiency bonus. Upon a failure, nothing happens.
  • Impactful Blows

    Your fists strike like hammers. Starting at 3rd level, when you make an unarmed attack using martial arts, you can choose whether you inflict bludgeoning or force damage.  

    Forged Fist: Finesse

    Starting at 6th level, whenever you roll for an unarmed attack, you may spend 1 Ki point to add your Dexterity modifier to the hit roll. If this bonus boosts the result to 20 or higher, it counts as a critical hit.  

    Retalitory Outburst

    Starting at 11th level, whenever you successfully avoid taking damage from an attack, you may spend 1 Ki point to counterattack, sending out a shockwave of pure force in the direction of your attackers. Any creature within a cone 15 ft long must make a Consitution saving throw. Upon a failure, they take force damage equal to double your martial arts die, and are knocked back 1d10+5 feet. On a success, they are knocked back, but take no damage.  

    Accolades of the Gilded Fist

    At 17th level, you have honed your body and soul to near-perfection. You gain a feature based on a discipline of your choice. You can choose the same discipline you selected at 3rd level or a different one.  
  • Accolade of Silver. Your reach is extended by 5 ft. You can spend up to 4 Ki points to increase your range even further, extending it by 5 ft per Ki point spent. In addition, you unarmed strikes are considered adamantine weapons.
  • Accolade of Gold. Whenever you spend Ki points in a non-offensive manner, you gain a stack of Soul Dynamo per point spent. Whenever you spend Ki points to boost an unarmed attack, you may expend any number of Soul Dynamo stacks, dealing an additional d8+2 force damage for every stack expended.
  • Accolade of Bronze. When you roll damage for an unarmed attack, roll the die twice, adding the results together. As a bonus action, you may spend up to 2 Ki points to boost the physical damage of your next attack. Foe every Ki point spent, roll your unarmed damage dice one additional time, adding the results to the rest of your rolls.
  • Accolade of Steel. As a bonus action, you may spend 4 Ki points to enter a defensive stance. While in this stance, you cannot attack with melee or ranged weapons, and you cannot trigger other Ki abilities. While in this stance, you gain additional AC equal to your proficiency bonus, and ranged attacks against you have disadvantage. You have advantage on saving throws against spells that target you. This stance lasts for 2 minutes or until you exit it as a bonus action.
  • subclass options:

    Created by

    ajpichner.

    Statblock Type

    Class Features

    Link/Embed