Way of the Unrelenting Fury
Monks of the Unrelenting Fury are dangerous warriors who believe in a simple principle for their fighting style; that the best defense is a good offense. They are known for having untapped much more unique ways to utilize their ki, from attacking fast to stopping enemies in their tracks to even releasing a deadly energy to regain the energy to keep fighting.
True Flurry of Blows
The True Flurry of Blows is one of the first techniques used by the Way of the Unrelenting Fury, learned upon selecting this subclass at level three. After landing your regular Flurry of Blows on a target, you can spend extra ki (You can use up to 4 ki this way per turn) to attack once per extra ki spent. If you have already landed three or more unarmed attacks on the same turn as performing the True Flurry of Blows, they will automatically hit. These extra attacks count as physical unarmed attacks for the purposes of resistances or immunities. This technique also allows you to perform one of the following attacks upon hitting one target five or more times on your turn:
- You finish the flurry of blows with a powerful uppercut for double unarmed attack damage.
- You slam the opponent into the ground, immediately knocking them prone but not dealing any extra damage
Glass Cannon
This is the riskiest of your techniques learned through this unique style of practice. You can give yourself advantage on any attack roll, but it comes at a price. Upon using Glass Cannon, you are left wide open. Make a DC 15 Dexterity save, giving enemies advantage on melee attacks for one turn on a fail. If your AC is lowered three turns in a row, then you will become vulnerable to one kind of damage of the Dungeon Master's choice. This vulnerability lasts for 1d4 minus your Constitution modifier turns.
True Bravery
At level six, your resolve, bravery, and determination manifests itself. As an action, you activate this trait and begin to emit a bright light for 5 feet, gain ten feet of movement, and regenerate double your constitution modifier hit points. This effect lasts for two turns, and can be called upon three times per long rest. When it wears off, you take 2d6 necrotic damage.
Your Next Line Is...
At level eleven, something special happens. Your very presence is enough to set enemies off the edge. As an action, you can force a target to make an intelligence saving throw. The DC, as usual, is 8 + your proficiency bonus + your wisdom modifier.
If they fail, you tell the target what they were about to do for the next two turns in a phrase similar to the following: "Your next action is to move to X because you want to attack Y", but it must be something that they reasonably would have tried under normal circumstances. That means that they cannot be told to
- Injure an ally that they like
- Do self-harm unless they are already suicidal
- Help you if they are at opposite ends with you
Any other prediction of how they will use those two turns is totally okay, if the Dungeon Master approves of it. This skill can only be used twice per creature, because the creature realizes what you have been doing and will actively avoid what you claim they will do. A creature who is immune to the trick can take the help action on their turn to help another creature become immune to the trick.
Ultra Rush
By level Seventeen, you have gained an impressive speed and efficiency with your strikes. You now know how to do the legendary Ultra Rush, a move thought to only be useable by demigods. As an action you can spend five ki to roll a d10 with advantage to see how many out of ten attacks hit. They deal damage equal to your Dexterity modifier. If you roll a five or higher then you can use any of the True Flurry of Blows finishing attacks. On a different note, you can spend as much ki as you desire for your True Flurry of Blows.