Monastic Tradition: Way of the Iron Fist

Monks of the Way of the Iron Fist specialize in unarmed combat to the exclusion of all else, honing their bodies as living weapons. They learn advanced martial techniques well beyond that of their peers with this exclusive focus, understanding how to fluidly combine a rapid series of synergizing blows and kicks into impressive set ups, flourishes, take downs and vicious finishers. Each strike leveled by Iron Fist disciples is designed to build upon the last, such that the whole of their onslaught proves greater than the sum of its parts, overwhelming without hesitation or mercy.

Initiate of the Iron Fist

At 3rd level, whenever you hit a creature with your unarmed strike and aren't wearing armor or wielding a shield or held weapon, you gain a Combo point. These points last until you end your turn without hitting with an unarmed strike during that turn, or you become incapacitated.

Further, you can treat your unarmed strike as a light finesse weapon wielded in each hand. Your unarmed strike doesn't count as a wielded weapon for the purpose of this archetype's features.

When you hit a creature with your unarmed strike, you can expend any number of Combo points to apply effects as per the following schedule. If an effect requires a saving throw, it uses your Ki save DC. You can only apply each effect once per hit unless stated otherwise:

2 Combo Points:

Your unarmed strike deals extra damage equal to your Martial Arts die. You may choose this multiple times.

Move the target up to 10 feet for each time you chose this effect to an unoccupied space within your reach unless it succeeds on a Strength saving throw. You may choose this multiple times.

3 Combo Points:

Force the target to drop an item of your choice it is holding unless it succeeds on a Strength saving throw.

Make a grapple attempt against the target. This attempt has advantage and ignores size limits if you expend 1 ki.

Make a shove attempt against the target. This attempt has advantage and ignores size limits if you expend 1 ki.

4 Combo Points:

Your unarmed strike ignores resistance and immunity and deals extra damage equal to your Wisdom modifier plus your Monk level.

Make an unarmed strike against any number of creatures within reach immediately after this attack resolves. If you attacked more than one creature in this way, these attacks deal half damage and only the first attack that hits grants Combo points.

Deflect Blows

At 6th level, while you have at least one hand free, you can use your reaction to deflect a melee attack made against you by a source you can see. If you do so, make an attack roll with your unarmed strike. If that attack roll equals or exceeds the attack roll made against you, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level.

If you reduce the attack's damage to 0 in this way, the attack and its effects are negated against you and you can spend 1 ki point or 3 Combo points to repeat that attack against another target you choose within the attacker's reach. If that attack hits, you gain a Combo point.

Ki Focus

At 11th level, you gain the ability to closely attune with a magical weapon and form a spiritual bond with it such that its power infuses your fists and feet.

When you complete your meditation to regain Ki, you can become attuned with a magical weapon on your person, making it your Ki Focus until you use this feature again. As long as your Ki Focus is intact and within 30 feet of you, you can have your unarmed strike gain all bonuses to attack and damage rolls your Ki Focus has, and any properties it has that trigger on making melee attacks, hitting, missing or dealing damage with its attacks. Further, you gain all benefits that come from holding the Ki Focus or having it on your person.

Master of the Iron Fist

At 17th level your ability to join and combine your unarmed strikes in a devastating union reaches its utmost pinnacle, granting the following benefits:

Once per turn, when you gain a Combo point, you can gain an extra Combo point, and you can spend 1 Ki to gain 4 extra Combo points.

Your Martial Arts damage die increases to 1d12.