Way of the Doom Fist (5e Subclass)
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Way of the Doom Fist
Monks who follow the way of the doom fist forgo the ability to strike multiple times at once to, instead, concentrate all their power into a single powerful strike. These monks can coat their hands in raw ki energy, and release this energy upon impact of their fists, causing great destruction. Followers of the doom fist tradition will often hone their techniques by using martial techniques against hard surfaces, such as dense rocks, steel and other nearly unbreakable substances in order to perfect their technique. The most powerful of these monks can even break diamonds or pierce trough pieces of adamantine with a single strike.
- Doom Punch
Starting at 3rd level, you can use your bonus action and spend 1 ki point to charge your fists with ki, in order to deliver a Doom Punch. Whenever you do so, the next time you hit a creature with an unarmed strike within the next minute, you release this energy, and can choose one of the following effects:
- You force all creatures in a 5-foot by 30 foot line to make a Dexterity saving throw, or take 3d6, or half as much on a success. On a failed save, the creature is also pushed 5 feet back. At 11th level this bonus increases to 4d6.
- You cause additional 3 martial arts die force damage to the target and push it 10 feet back. At 11th level this bonus increases to 4 martial arts die force damage.
Whenever you use Flurry of Blows, you can forgo one of your unarmed strikes to charge your Doom Fist.
- Hardened Fists
At 6th level, the impacts suffered by your hands upon delivering your powerful strikes have make them powerful and hardier. Once per turn, when you hit a creature with an unarmed strike, you cause additional damage equal to a roll of your martial arts die.
- Explosive Strikes
At 11th level, whenever you have your fists charged with your Doom Punch, you can choose to use your Action and release this energy into a powerful explosion. Choose a point you can see within 60 feet.
All creatures in a 20-foot radius from that area take 4d8 force damage on a failed Dexterity saving throw, or half as much on a success. You are immune to the damage of this attack.
In addition whenever you use Explosive Strikes or your Doom Punch feature you may spend an additional amount of ki points up to a maximum of half your proficiency bonus (rounded up) to deal an additional d8/d6 for your Explosive strikes or Doom fist respectively.
- Enduring Body
At 17th level, your body have become resilient in order to resist the impacts of your powerful strikes. Whenever you charge your Doom Fist, you gain temporary hit points equal to four rolls of your martial arts die.