Base Class: Monk
These monks devote themselves to increasing their strength to become the unmovable mountain while maintaining fluid movement.
Monks of the Way of Strength teaches you to harness the physical strength of your body and how to manipulate it as well as other creatures' to benefit your defense as well as your marshal combat. These monks are usually unmovable on the battle field. Their monstrances are usually located near areas that would require heavy lifting to assist the local inhabitants, for example: dams, mountain with frequent land slides and etc.
Sturdy Stance
Starting when you choose this tradition at 3rd level you have learnt how to stop attacks by blocking them or hitting them out of harms way.
When you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier. This replaces the unarmored defense level 1 monk ability.
Stance of Strength
Starting when you choose this tradition at 3rd level, you can expertly use your strength to pin your opponents into submission. Your knowledge of pins and throws gives you an advantage in combat, you have advantage on Strength (Athletics) checks which are related to grappling, throwing or pinning. You also gain a special unarmed strike attack option, instead of making an unarmed strike you can make a contested Strength (Athletics) check against your opponent to grapple, throw or pin them. It deals 1d4 bludgeoning damage + Strength modifier on a successful contested (Athletics) check. The damage increase to your Martial Arts die.
Deflect Blow
At 6th level, you can use your reaction to deflect or catch the melee attack when you are hit by a melee attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + double proficiency bonus. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
If you reduce the damage to 0, you can catch the weapon attack if you have at least one hand free. If you can catch the weapon attack in this way, you can spend 1 ki point to make a melee attack with the weapon you just intercepted as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency and the weapon counts as a monk weapon for the attack however its damage is your martial arts die.
Herculean Leap
By 11th you can use an action to spend a ki point to summon this mythic strength and leap a number of feet up to 5 × your Strength modifier. This does not count as movement. Each creature within 10 ft. of the space you just left and landed must make a Strength saving throw against your Ki save or take 2d6 bludgeoning damage and lose their reaction. On a success they take half damage and keep their reaction. You can increase the leap's damage by spending ki points. Each point you spend, to a maximum of Strength modifier, increases the damage by 2d6.
Strength of the Ancients
At level 17 your body and mind are one. You are pure strength, both body and mind. You can no longer be unwilling move by any force except natural gravity and the reverse gravity spell. You can add your Wisdom modifier to Strength checks and saving throws. Difficult terrain no longer effects your movement.
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