Way of the Stone Fists

Way of the Stone Fists

The Stone Fist tradition is one of physical mastery, relentless exercise, and athletic perfection. Its adherents seek to master their bodies, turning themselves into living weapons capable of supernatural feats of strength, agility, and speed. Monks of the Stone Fist prefer to study among the trappings of civilization. Some Stone Fist monasteries are small schools built in towns and villages, where students work as laborers and artisans when they aren't training. Other Stone Fist monasteries stand in the most forbidding regions of the world - from the bitter cold of the tundra to the edge of a rumbling volcano - to test their students' endurance day after day.  

Stone Fist Flurry of Blows

Starting when you join this way at 3rd level, you learn to fill your arms with psionic energy, increasing the power behind your blows. When you use your flurry of blows feature, if you use strength for the attack and damage rolls, you deal additional damage equal to half your proficiency bonus.  

Crane's Wings

Also at 3rd level, you can use a bonus action to give yourself a burst of great strength when you take the attack action on your turn. Before you make an attack, you can make a long jump as though you had a running start and a +5 bonus to your Athletics. If you move at least 15 feet with this jump, you deal an additional 1d6 damage if you hit.  

Dragon's Tail

When you reach 6th level, you can sweep your arm out as though it were a dragon's tail. When you take the attack action, you can use a bonus action to imbue yourself with great power. Once per turn, on a hit, you deal an additional amount of damage equal to your Strength modifier and the target must make a Strength saving throw against your Ki Save DC, falling prone on a failure. If you hit, you may then swap places with an adjacent willing or prone creature.  

Awaken the Slumbering Pain

Starting at 11th level, you learn to focus all your power on a creature's injuries. Any attack you hit a creature that has less than half its maximum hit points remaining with deals an additional 1d6 bludgeoning damage so long as you use your strength for the attack and damage rolls.  

Spinning Leopard Maneuver

Beginning at 17th level, you learn to harness your strength in fast bursts, slamming against foes as you run by them. As an action, you can charge forward, moving up to your walking speed without provoking opportunity attacks. For each creature you move adjacent to, you may make a melee weapon attack against the target. These attacks gain a +3 bonus to hit so long as you use your strength for the attack and damage rolls.

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