No warrior looks more unassuming at rest—or is more devastating in motion—than a monk dedicated to the Way of the Fist. This unique fighting style was created by the infamous Loyal, former hierarch of the Protectorate. Loyal deciphered the lost secrets of ancient priest-kings and their guardians and melded them with the martial skills of the Ishdrim people to create techniques that unite a mortal body with the eternal will of the True Law.
Practiced primarily by the Allegiants of the Order of the Fist within the Protectorate, this martial art fuses faith with unwavering discipline and absolute self-control. Disdaining weapons and wearing little to no armor, allegiants are expert pugilists who can effortlessly evade rifle fire, deflect enemy blades, and counterattack enemies with a flurry of kicks and punches.
Reed in the Wind
Beginning when you choose this tradition at 3rd level, you master the Shifting Sands Stance, allowing you to weave through your foes’ strikes unharmed.
If you do not move during your turn, you can enter Shifting Sands Stance as a bonus action at the end of your turn. While you are in this stance, you gain a +2 bonus to AC, your movement doesn’t provoke opportunity attacks, and you can immediately move up to 15 feet plus your Unarmored Movement bonus when a creature misses you with an attack.
Shifting Sands Stance lasts until the start of your next turn, at which point you can choose to maintain it without using a bonus action. The stance ends automatically if you move during your turn, are knocked prone, or are incapacitated.
You cannot gain these benefits if you are wearing armor or wielding a shield.
Serpent Strikes
At 6th level, the kinetic force of your unarmed strikes can damage creatures far beyond the physical reach of your fists and feet. You can spend any number of ki points to increase the range of your unarmed strikes as a bonus action. For each ki point you spend, add 5 feet to the reach of your unarmed strikes. This benefit lasts until the end of your turn.
Flying Fists
At 11th level, you have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks. Additionally, when you use Step of the Wind, your jump distance is quadrupled, and you can make one unarmed strike immediately after you take the Disengage or Dash action as part of that feature.
You cannot gain these benefits if you are wearing armor or wielding a shield.
Flesh of Steel
At 17th level, you gain the ability to make your flesh as hard as forged steel in response to being struck, and you can transmit the kinetic energy of the blow into your fists in order to deliver a counterstrike capable of felling a giant.
When a creature hits you with a melee attack, you can spend 3 ki points to reduce the damage by half. After the attack is resolved, you can use your reaction to make an unarmed strike targeting the creature that hit you. If you do, you have advantage on the attack roll, and if you hit, the attack deals extra bludgeoning damage equal to the amount by which the creature’s damage was reduced.
