Way of the Closed Fist
Monks of the Way of the Closed Fist are the ultimate living weapons, honing their bodies and minds into instruments of death. They learn techniques to break their opponents defenses, manipulate ki to increase the harm caused by their strikes, and practice advanced forms that can sunder their enemies in a single blow.
Monasteries of the Closed Fist consider themselves enemies of the Open Hand school and will often seek to test themselves against monks from rival monasteries.
Closed Fist Technique
Starting when you choose this tradition at 3rd Level, you can harness your ki to land debilitating strikes. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following Effects on that target:
- It has a -2 penalty to its AC, to a minimum of 10, against your attacks until the end of your next turn.
- It has disadvantage on Wisdom or Dexterity saving throws until the start of your next turn.
- your critical hit range against the target is 18-20 until the end of your next turn.
Meteor Blows
Starting at 6th level, you gain the ability to strike your targets with precise, heavy blows. When you use the Attack action and hit with an unarmed strike, you can immediately expend 2 ki points to use a bonus action, dealing additional force damage to the target equal to three rolls of your Martial Arts die.
On a critical success using this feature, you can add the extra damage to the total as a bonus action without spending Ki points.
Intense Focus
Beginning at 11th level, At the end of each long rest, you can center your mind into a point of focused intensity. When a creature hits or misses you with melee attack, you can use your Reaction to immediately make two attacks against that creature.
Once you use this feature you must complete a long rest or spend 2 ki points to regain your intense focus.
Iron Palm
At 17th level, you gain the ability to shatter the connection between a creature's spirit and their body. When you critically hit a creature with an Unarmed Strike, it must make a Charisma saving throw. If it fails, it is reduced to 0 Hit Points.
If the target succeeds on their saving throw, you can spend 3 ki points to deal 5d10 necrotic damage in addition to your critical hit damage and stun the creature until the start of your next turn.