July 2, 2018

Iron Fist

Monastic Tradition
Comments from the Finger: Who says Iron Fist is the worst Marvel character? Netflix? Well, screw them! The Iron Fist comics are still rad, and they deserve an archetype!

Way of the Mystic Serpent

The ancient monastery of the Mystic Serpent resides only periodically on the Material Plane; the rest of the time, it is nestled in a serene demiplane of harmony and peace. When it returns, however, the monastery is besieged by warriors from their evil sister temple who seek to despoil the isolated paradise. The monastery's monks, therefore, have become well-versed in a style of martial arts bequeathed to them by wise, yet ascetic dragons, amplifying their ki powers, and granting them a devastating strike.

Fist of Iron
Starting when you choose this tradition at 3rd level, you learn to channel your ki into your fists, further enhancing your unarmed strikes. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal it an additional 1d6 force damage. Starting at 11th level, this bonus increases to 2d6 force damage.

Mystic Senses
Starting at 6th level, you learn to extend your ki outside your body, enhancing your senses and allowing you to touch the spirit of other creatures. Whenever you make a Perception or Investigation check, you can spend 1 ki point to gain a +5 bonus on the check.
     As well, you can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic speech, but the creature must be able to understand at least one language. When you engage a creature telepathically in this way, it has the ability to respond to you and you understand what it is saying.

Mystical Guardian
Starting at 11th level, you learn to channel your ki into your skin and bones, greatly enhancing your durability. You gain resistance to one damage type of your choice, other than bludgeoning, piercing, or slashing damage. As a bonus action, you can spend up to 1 ki point to change this damage type to another of your choice, other than bludgeoning, piercing, or slashing.

Immortal Serpent Fist
Starting at 17th level, you can funnel a your ki into a single strike, dealing a devastating blow to your enemies. As an action, you can make a single unarmed strike against a creature within range. If you hit, you can spend 5 ki points to deal that creature an additional 10d8 points of force damage and force it to make a Strength saving throw or be pushed a number of feet directly away from you equal to 5 times your Wisdom modifier (minimum 5).
     As well, each creature within 5 feet of the target (except yourself) must succeed on a Strength saving throw, taking half the damage dealt and being shoved the same distance away from you on a failure.



Changelog: 7/718: Mystical Guardian: One damage resistance at a time, changed as a bonus action for 1 ki

9 comments:

  1. Before I read this class I'd just like to say that Danny was written much much better in like cage season 2 and it makes me think he'll be better from now on

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  2. Seems awesome, but with the usual balancing concerns.

    Fist of Iron actually seems ok- at 5th level, it goes up to 8d6+20 (48), but burns all your ki, while a paladin at that level can deal 4d6+6d8+10 (51), rerolling 1s, using only 2 spell slots.

    My main issue is the fact that Mystical Guardian lasts for multiple rounds. Most fights don't last more than 4 rounds, and don't include more than 3 damage types, meaning for the cost of about 3 ki and a bonus action you can get resistance to all damage for an entire fight. It should either cost significantly more ki or last only 1 round.
    Maybe change it to be like the fiend warlock's resistance, and allow changing the type for 1 ki as bonus?

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    1. Yeah, I thought I had tuned it down far enough from the Knuckle's original draft (which was a lot stronger, IMO), but probably not. Changing the DR type as a bonus is a great idea, and I endorse it as a functional change.

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    2. This is still unchanged, and now seems like the last opportunity to change it (since you rarely change a class after there's a newer one around).

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  3. Iron fist awwwww yeah iron fist goliath sounds fun. Iron fist half orc beat they ass. Iron fist v human taking all martial arts feats incredible.

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  4. I think you can drop the telepathy completely. Though the show has him "astral projecting" the comics it's one of the things he isn't capable of doing.

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    1. I could've sworn that Rand did have telepathy at some point in the comics, but it /is/ a power that other Fists have had.

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  5. I don't hate it, but I can't imagine a time where I would use the level 3 ability over a flurry of blows.

    Maybe if it was something like your proficiency bonus gets added to your damage for first landing hit of an unarmed strike every turn or something it would be effective.

    I get that it's suppose to be a low-level Danny Rand where he charges that punch and he's spent, but it just irks me because other than doing it specifically to feel like Danny I strictly wouldn't use it over flurry.

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