Monastic Tradition: Way of the Heavyweight Champion

Float like a Pixie, Sting Like a Terrasque Do you want to take your foes for all they're worth? Do you want to be able to take a hit like nobody's business? Then head to the gym and you can learn a way of fighting built for those maybe a bit less focused on the world around them and their maneuverability, and more on being tough, hitting hard, and keeping the pressure on in the middle of a fight. The Way of The Heavyweight is a tradition some may look down on as less cultured than some more fancy monastic traditions, but when you take this path you set yourself up to be able to walk through them as they look down their noses at you. Just keep your chin and your guard up, and they won't be able to even make a dent. Subclass Features Class Level Features 3rd Bulk Up, Tougher Stuff 6th Boxing Form 11th Eyes On The Prize 17th Total Knock Out

Bulk Up

When you take this subclass at 3rd level you learn more creative means to support your monk abilities, or maybe less creative. You eschew your thoughtfulness in a fight and speediness in favor of raw bulk and power.

You may now calculate your unarmored defense as 10 plus your strength modifier plus your constitution modifier. On top of that, any monk features which are dependent on your wisdom modifier, such as the value of your save DC, you can instead make dependent on your Constitution modifier, and any ability normally dependent on your Dexterity modifier, such as your Deflect Missiles, you can instead make dependent on your Strength modifier.

Tougher Stuff

At 3rd level you learn how to make every gain in your physical fortitude count. Enough that you can withstand most things the world might throw at you with gusto!

When determining your hit points, you may now multiply the bonus you would normally gain from your constitution modifier by one and a half, rounded down to the nearest whole number when determining the contribution to your max hit points from your constitution.

Boxing Form

At 6th level you crack into the true fighting form of your tradition, learning a variety of styles you can focus your energy into to bring out when the time is right for it.

You can use your bonus action to spend 2 Ki points and gain one of the following benefits for one minute, once you activate one of these abilities you are locked into them for the full duration and cannot switch to another.

Out-Boxer: You can treat your unarmed strikes as though they have the reach property. During this minute, if an opponent in your attack range makes an attack against you or your allies and misses, you can then use your reaction to make two attacks against them.

Swarmer: When you take the attack action, you can make twice the number of attacks that you would normally be able to. This does not apply to flurry of blows, attacks of oppurtunity, or extra attacks gained from class levels outside of this class.

Slugger: You can add your constitution modifier to the damage rolls for your unarmed strikes, as well as an extra 1d4 in addition to the normal damage they would do.

Eyes on The Prize

At 11th level you learn how to really keep the pressure on your opponents as you lay into them with your hammer blows.

When you are attacking an opponent, you may roll attacks against them at advantage if you had used your previous turn to take the attack action against them.

Total Knock Out

At 17th level you learn the ultimate secret of being the king of the ring, how to lay your opponents out like a rug and let them know who's boss...once they wake up that is.

Whenever you roll an attack, if the attack lands, you can spend 2 ki points to make the target roll a constitution saving throw. If they fail, you may roll your damage against them as though you had landed a critical hit on them, not stacking with already scored critical hits. If a target is reduced to zero by this feature they are knocked completely unconcious. Creatures knocked out via this feature awaken with 4 levels of exhaustion applied to them.