Base Class: Monk
Monks of the Way of the Broken Earth, also known as Earthbreaker monks, revere the earth's beauty and strength, following the path of the great stone giants who could sculpt mountains and cause earthquakes with a step. They use ki to observe and manipulate the natural resonance of the world around them, and strengthen their bodies to weather even the most devastating blows. Monks who master this discipline can just as easily create a beautiful painting as crush their foes beneath a mountain of rock.
Some monks who follow this path are also part of a larger order, such as the Order of the Ordning. Monks from the Order of the Ordning are ranked depending on an individual's experience, skill, and role. The order view giants as remarkable beings, believing the earth was molded by their once titanic ancestors. As such, much of their way of life is inspired by giant culture. For example, their ranks are loosely based on the giants' caste system (as shown below), from which the order also took their name.
Order of the Ordning Hierarchy
| Giant Type | Role |
|---|---|
| Ogre | The newest members of a monastery or monks who have only recently begun their training. |
| Ettin | Students who have spent at least one year in the monastery or taken the next step in their studies. |
| Troll | Senior students, often in their final year of study before fully committing to the way of the broken earth. |
| Scrag | Monks who have completed their studies, but have yet to find their place within the monastery. |
| Oni | Members dedicated to guarding monasteries and temples, formidable warriors usually working under a frost or hill master. |
| Fomorian | The order's assassins and spies, usually working under a cloud master and occasionally ranking above certain masters depending on the nature of their mission. |
| Hill | Masters in charge of security and safety, often charged with martial training and leading oni. |
| Stone | The teachers and mentors of a monastery, these masters guide newer members and make up the majority of artisans within the order. |
| Frost | The leaders of most smaller monasteries, master combatants who often take on particularly dedicated or gifted students. |
| Fire | Master tacticians and craftspeople, these monks are dedicated to curating the vast knowledge and history of the order. |
| Cloud | The order's spymasters and runekeepers, directing fomorians from the shadows and protecting the order's most closely guarded secrets. |
| Storm | Leaders and sages, these monks are often the wisest and most spiritual members of the order. |
If you choose to use this order for your character before you select this subclass, you might start as an Ogre or Ettin, then graduate to Troll or Scrag upon gaining your subclass features. As your character gains levels, they might specialise as an Oni or Fomorian depending on their exploits, and they may even become a master once they reach a higher level or as their journey ends.
Author's Note: Talk with your DM if you wish to include this order in their game. Discuss what kind of benefits the order may provide, such as free food and lodging in their temples, and what kind of reputation they might have. Perhaps most giants are fond of the order, even going so far as to help them out or call upon their aid from time to time, but civilised folk fear them due to their association with those same giants or for their raw, destructive power.
Credit: Gyldrin (original concept)
Seismic Wave
3rd-level Way of the Broken Earth feature
You can channel destructive waves of energy by manipulating the vibrations around you. When you make an unarmed strike, you can spend 1 ki point to replace that attack with a violent shockwave in either a cone or a radius centred on you (your choice). The effect's area is a number of feet equal to 10 times your proficiency bonus (for a cone), or 5 times your proficiency bonus (for a radius). Each creature in that area must make a Strength saving throw against your ki save DC, taking bludgeoning damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
When you score a critical hit on an unarmed strike, you can use Seismic Wave without expending a ki point.
Disciple of Stone
3rd-level Way of the Broken Earth feature
Your study of Giants and their crafts grants you the following benefits:
Earthspeaker. You learn to speak, read, and write Giant and Terran. In addition, any creature that has a burrowing speed can understand your speech, and you can understand theirs.
Iron Body. You can add your Strength modifier, instead of your Dexterity modifier, to your Unarmored Defence, and the damage of your unarmed strikes and Seismic Wave feature is doubled against objects and structures.
Mountain Artistry. You gain proficiency in one type of Artisan's tools of your choice. Whenever you make an ability check with the chosen tool and fail, you can spend 1 ki point to reroll it and take the new roll. When you do so, roll your martial arts die and add the number rolled to the check's total.
Unarmored Defence (DEX)
While you aren't wearing or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Unarmored Defence (STR)
While you aren't wearing or wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.
Aspect of the Mountain
6th-level Way of the Broken Earth feature
You have trained in the high mountains, adapting to the harsh conditions and treacherous footing. You become acclimated to high altitude, including elevations above 20,000 feet, and you can move across difficult terrain on the ground or a floor without expending extra movement.
In addition, when you are subjected to an effect that would move you at least 5 feet or knock you prone, you can use your reaction to steady yourself. You are then neither moved nor knocked prone.
Sonic Resonance
6th-level Way of the Broken Earth feature
You have become attuned to the natural vibrations of the world. You gain the following benefits:
Earth Walk. When you use Step of the Wind, you gain a burrowing speed equal to your walking speed for that turn. You can use this speed to move through solid rock as if it was difficult terrain. If you end your movement underground, you gain the effects of the meld into stone spell until you use this feature again.
Magic Vibrations. The damage of your Seismic Wave feature counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Seismic Residue. When you use your Seismic Wave, you can cause the ground in that area to become difficult terrain until the end of your next turn. In addition, when you deal bludgeoning damage to a creature, you can perceive that creature as though you had tremorsense out to a range of 30 feet until the end of your next turn.
Subterranean Eruption
11th-level Way of the Broken Earth feature
While you are underground, you can use your action to emerge in an explosion of debris in a space of your choice within 60 feet of you. Each creature within 15 feet of that point must make a Constitution saving throw. On a failed save, a creature takes the damage of your Seismic Wave and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't stunned.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 2 ki points to use it again.
Devastating Vibrations
17th-level Way of the Broken Earth feature
You have become so attuned to the world's vibrations that you can shake its very foundations. You gain the following benefits:
Aftershocks. Whenever a creature fails its saving throw against your Seismic Wave, it has disadvantage on the next saving throw it makes against any effect that originates from you before the end of your next turn.
Earthbreaker. As an action, you can spend 8 ki points to cast the earthquake spell, without needing material components. Whenever you cast it this way, you are immune to the spell's regular effects, but not its additional effects. Once you cast it this way, you can't do so again until you finish a long rest.
Staggering Tremors. When you use your Seismic Wave or Subterranean Eruption, you can spend 1 ki point to augment its power. Its damage increases to four rolls of your Martial Arts die, and any creature that fails its saving throw is also knocked prone or pushed 10 feet away (you choose when you use this feature).
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