Way of the Smashing Fist

Although many paths of monastic traditions teach monks to take control of their emotions through careful meditation and intense concentration, the Way of the Smashing Fist learns to use brute, unconquerable strength to take control of every situation. Through this tradition, monks become enforcers of justice when necessary, but oftentimes their intimidating strength sways opponents from even taking up arms in the first place.

Strengthened Unarmored Defense

Starting when you choose this tradition at 3rd level, your ability to counter your opponents strikes exceeds your ability to duck and weave around your opponents. You can use your Strength modifier instead of your Dexterity modifier for the purposes of determining your Unarmored Defense AC.

Smashing Strike

At 3rd level, you learn how to channel your iron ki into your unarmed strikes to increase their devastating potential.

As a bonus action, you can spend 1 Ki point to empower your next unarmed strike for the next minute, or until you lose concentration. The next time you hit with an unarmed strike while this effect is active, add 2 bonus Martial Arts die to your damage. If the target is no more than one size larger than you, the target must succeed on a Strength Saving Throw against your Ki save DC or be knocked prone.

You can increase the power of the blow by spending additional Ki points. Each additional Ki point you spend, to a maximum of 19, increases the number of additional Martial Arts die and Strength Saving Throw DC by 1. If you spend at least 4 additional Ki points to empower your Smashing Strike, your punch also creates a shockwave of destruction. The concussive force creates a 5 ft. radius circle of difficult terrain centered on the target. The radius increases by 5 feet for every 2 additional Ki points spent past 4.

Deflect Blows

When you reach 6th level, your prowess with hand-to-hand combat and your powerful fists let you deflect more than just ranged attacks. You can successfully deflect melee weapons and unarmed strikes with well-timed counterblows.

When you are hit by a melee weapon attack, you can use your reaction to deflect the blow. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your Monk level. If you reduce the damage to 0, you can nullify the blow and open up an opportunity to counterstrike. If you nullify the blow in this way, you can spend 1 Ki point to make an unarmed strike as part of the same reaction.

Explosive Fist

Once you reach 11th level, your unarmed strikes become more than just melee weapons. The astounding force of your punches can create huge torrents of air that can strike enemies from a distance.

As an action or as part of an unarmed strike against a creature, you can spend 2 Ki points to generate a powerful explosion of force with your fist. The force of your punch creates a gust of wind in a 60 foot line originating from your fist. Every creature in that line must succeed on a Dexterity Saving Throw (D.C. 8 + your proficiency + your Strength modifier) or take 2d8 thunder damage and be pushed back 10 feet. If you hit a creature with an unarmed strike as part of this action, they have disadvantage on the saving throw.

You can increase the punch's damage by spending additional Ki points. Each additional point you spend, to a maximum of 4, increases the damage of the unarmed strike and wind by 1d8 and the knockback of the wind by 5 feet.

Overpowering Strength

At 17th level, Whenever you make a saving throw and fail, you can add your Strength modifier to the roll. You can use this feature 3 times between long rests.

In addition, whenever you roll a critical hit, you use the highest number possible for each damage die you would roll. Art Credit: Riot Games, Kohei Horikoshi