Way of the Echoing Fist

by Thudnfer

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Way of the Echoing Fist

Once damage has been dealt in combat, that is the end of it; no repercussions, no lasting effects, just quickly moving on to avoid the next blow. Monks that follow the teachings of the Kinetic Heart believe in ultimate revenge against those that dare to strike them; they use their ki to build up their strength and deal devastating attacks. Because of this, many of these warriors are at their deadliest when they are closest to death.

Pulsing Force

Starting at 3rd level when you pick this class option, your soul can react to deflect incoming attacks. When you are hit by a weapon attack, you can spend 1 ki to reduce the damage taken by one roll of your Martial Arts die. The die size increases by 1 level, to a maximum of 1d12, if you have less than half of your hit points remaining when you use this ability.

In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Rapid Parry

Beginning at 6th level, your intense grip can prevent those that would harm you. When you are targeted by a melee weapon attack, you can use your reaction to spend 1 ki point and make a special unarmed strike that does no damage against the creature. If your attack roll is equal to or higher than the attack roll of the creature that is attacking you, the attack misses. If you have less then half your hit points remaining when you successfully use this ability, you have advantage on this attack roll.

If you use this ability and the attack still hits you, you regain use of your reaction.

In addition, when you hit a creature with an unarmed attack, you can spend 1 ki point to force it to make a Strength saving throw against your ki save DC. On a fail, it is pushed away from you a number of feet equal to half your Unarmoured Movement.

Wounded Fury

Beginning at 11th level, you are at your deadliest when you are at your most vulnerable. As a bonus action, you can expend 4 ki and give yourself resistance to bludgeoning, piercing and slashing damage for 1 minute. If you have no more than half of your hit points remaining, this ability costs 2 ki instead.

In addition, you can half any movement you are forced to take against your will, you have advantage on saving throws against being knocked prone, and your jump distance is doubled. If you have less than half of your hit points remaining, you instead negate any forced movement, automatically succeed against saving throws against being knocked prone, and your jump distance quadruples instead.

Finally, you gain an additional reaction that can only be used for your Rapid Parry ability.

Innate Destruction

At 17th level, your power can bring ruin to any enemy you face. You have advantage on saving throws against effects that would change your form.

While you have less than half of your hit points remaining, your unarmed strikes deal an additional Martial Arts die of damage and your Dexterity modifier increases by 1 (to a maximum of +10).

While you are under a quarter of your maximum health, your unarmed strikes deal yet another Martial Arts die of damage, your Dexterity modifier increases by 2 (to a moaximum of +10), and you count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift, and using your Rapid Parry ability doesn't consume any ki points.

Art Credit

"Flammin Fist" by Dominic Barrios