You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty.
You pinch crucial points of your target’s nervous system,
impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical
success effects instead of the usual effects.
Critical Success The target falls unconscious for 1 minute,
though it remains standing and doesn’t drop what it holds.
Success The target is clumsy 1 until the end of its next turn.
You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump ki spell. Increase the number of Focus Points in your focus pool by 1.
Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.
Make an unarmed Strike. If it deals damage to a living creature, you block that creature’s inner life force. The creature takes 2d6 persistent negative damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, this deals 3d6 persistent negative damage instead.
When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier, or 8 plus your Strength modifier if you have legendary proficiency in Athletics.
Your meditation is so effective that you can achieve a deep focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it’s higher) for the same duration.