Iron Fist
The dullest training of the Monastic Traditions gives rise to the hardiest warriors whose strikes rend flesh and steel. They spend years punching sand, trees, stone, then steel as they become living weapons. They become the justice bringers and secretly police monastic society, governing other traditions.
Subclass Features
The Iron Fist
Your dominant hand is a weapon of destruction. Unarmed strikes with this hand deal twice as much damage to objects and structures. You can expend one Ki point to have your next successful unarmed strike deal damage to the target, bypassing Immunities and Resistances. It deals half as much damage if the target is Immune to Bludgeoning damage, and regular damage if the target is Resistant to Bludgeoning damage.
When you land a hit on a creature that is Large or smaller with an unarmed strike you can expend a Ki point to push it back 20 ft.
Unyielding Iron Fist
The Iron Fist technique has an advanced form of the Deflect Attacks feature. You can use your reaction to block an attack with your Iron Fist. You reduce the damage equal to your Monk level. If you reduce the damage to zero or less you can make an unarmed strike as part of the reaction.
You can use this feature times per long rest equal to your DEX modifier (Minimum 1).
Armor Crusher
Your attacks chip and dent armor. Each creature you hit with an unarmed strike has its AC reduced by 1 for each successful unarmed strike this turn until the end of its next turn.
Awakened Fist
Your dormant powers are fully active. You can expend 3 Ki points to enter the Trance of the Iron Fist. For one minute your unarmed strikes deal two Martial Die rolls of damage for each hit. When you enter this state you regain all uses of your Unyielding Iron Fist and make two attacks when you use your reaction.
You can use this feature once per long rest.