Way of the Iron Arm Monk

Those that follow the path of the Iron Arm approach the world from the perspective of a hammer and anvil; believing that to remove flaws from stubborn materials you must beat them into the proper shape. They apply this to themselves through training and spiritual meditation, turning themselves into living weapons in the process.

Hands of Iron

At third level you have begun your journey on the Way of the Iron Arm. Your endless of hammering, handling rough materials, and ki training have tempered your fists granting the following benefits.

Your unarmed strike martial arts damage is now 1d6 at 3rd level, 1d8 at 5th level, 1d12 at 11th kevel, and at 17th level your martial arts damage is increased to 2d8. Only Monk levels count towards these improvements.

You may use Wisdom instead of Strength for Grapple checks.

You may spend 1 Ki point to make your unarmed strikes deal double damage to structures and objects until the end of your turn.

Arms of Iron

At 6th level by strengthening mind and body you have learned to channel your ki into the the thick corded muscle and scarred flesh of your arms, making them resemble iron.

You may spend 1 Ki point to use your Deflect Missiles class feature against melee weapon attacks.

If you reduce the damage of a melee weapon attack to 0 with the Deflect Missiles class feature you attempt to disarm the attacker, forcing it to drop the weapon that you blocked if it can be dropped (a dragon's claw cannot be dropped). The attacker must succeed on a Strength saving throw against your Monk save DC to resist being disarmed.

If you disarm the attacker in this way, and can properly wield the weapon (you have hands free), you can spend 1 ki point to make an attack with the weapon as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the weapon counts as a Monk weapon for the attack.

Heart of Iron

At 11th level as an Action on your turn you may harden your resolve, enhancing the ki flow throughout your body for 1 minute.

While this effect is active you may use Wisdom instead of Strength for ability checks and saving throws, you have advantage on Grapple checks, and your Deflect Missiles class feature blocks damage equal to 2d10 + your Monk level + your Dexterity modifier.

You may spend 1 ki point to activate this ability as a bonus action.

Hammer of the Mountains

At 17th level your ki hardened fists contain the power to shape mountains. When you hit a target with an unarmed strike you may spend 3 ki points to empower the attack, causing a clap of thunderous force audible from 300 feet, and forcing the target to make a Constitution saving throw against your Monk save DC. On a failed save your Ki empowered attack knocks the target prone, deals bonus damage, and pushes your target in a direction of your choosing (up, down, left, right, or directly away from you). The bonus damage and push distance vary depending on the target's size.

If the target is the Medium size category or smaller your attack deals 14 (4d6) bonus damage and pushes the target 100 feet, if the target is Large your attack deals 42 (12d6) bonus damage and pushes it 60 feet, if the target is Huge your attack deals 70 (20d6) bonus damage and the attack pushes it 20 feet, and if the target is Gargantuan or larger you deal 84 (24d6) bonus damage and the attack pushes it 0 feet. If the target is a creature and you choose to push it down (into the ground) it is treated as a Gargantuan or larger creature regardless of its size. A successful saving throw reduces the damage and knockback distance to one quarter of their original values and the target is not knocked prone.

When the target of this attack collides with another creature the impact reduces the knock back distance by 20 feet (minimum 0) and deals 3.5 (1d6) bludgeoning damage to both creatures for every 10 feet the impact reduces the remaining push distance. If the target would stop its movement in another creature’s space it instead lands in the nearest area that it can fit in without exceeding the push distance. Creatures that would be hit by the target of your attack may attempt a Dexterity saving throw. On a successful save they dodge safely out of the way avoiding the impact and take no damage. On a failed save they are knocked prone and take damage as normal as the target moves past.

If you push the target into a breakable object, such as a tree or a roof, the two deal 7(2d6) bludgeoning damage to each other, reducing the targets remaining push distance by 10 ft every time the target takes damage in this way. They continue to deal damage to each other in this way until the object is destroyed or the target’s remaining push distance is reduced to 0.

Any remaining distance after a collision, with either a creature or object, is traversed as normal until the target interacts another creature or object.