Base Class: Monk
Monks of the Way of Echoing Strikes learn to channel the resonance of sound to enhance their movements and attacks. Every motion, every blow, becomes part of a rhythm that reverberates through the air, striking with the force of amplified thunder. To them, battle is not chaos—it is music, and they are its conductors.
Those who follow the Way of Echoing Strikes often wander to places where sound lives and breathes: vast caves that carry echoes for miles, bustling plazas filled with the hum of life, or cliff-sides where thunder rolls unendingly. In these places, they listen, learn, and attune their spirits to the power of vibration. Some even sit beneath stormy skies, letting the crash of lightning teach them the perfect balance between control and release.
The monks of this way often wear flowing garments that ripple and hum with movement, and many wrap their hands and arms with cords or bands that vibrate subtly with each strike. When they fight, the air itself seems to sing—a chorus of echoing blows that linger long after the silence returns.
Level 3: Resonant Strikes
When you choose this tradition, your strikes vibrate with sound and thunder.
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Your unarmed strikes and monk weapon attacks now deal thunder damage instead of their normal damage type.
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Whenever you attack a creature while you are in an area rich with sounds or echoes—such as a cave, canyon, stone hall, crowded plaza, or during a storm—you add extra thunder damage equal to your Dexterity or Wisdom modifier (whichever is higher) to one attack you make during your turn.
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You gain advantage on Perception checks that rely on hearing.
Echo Step
Your movement carries the rhythm of sound itself, flowing from one strike to the next.
When you move at least 10 feet before hitting a creature with an unarmed strike, you can add your Wisdom modifier to the damage roll of that attack.
This bonus damage stacks with your Resonant Strikes feature if its conditions are met.
Level 6: Reverberating Strike
You learn to leave vibrations within your targets that pulse with stored energy.
When you hit a creature with an unarmed strike, you can spend 1 Focus Points to cause reverberations to linger within them.
At the start of the target’s next turn, it must succeed on a Constitution saving throw(DC = 8 + your proficiency bonus + your Wisdom modifier) or take thunder damage equal to two rolls of your Martial Arts die + your Wisdom modifier and have its movement speed reduced by 10 feet until the end of that turn. If it succeeds it takes half damage instead and it's movement speed doesn't get reduced.
If you hit the same creature with multiple unarmed strikes the thunder damage will stack and the target makes the save at disadvantage. If the target is made of stone, metal, or crystal, it makes this saving throw with disadvantage.
Level 11: Thunderous Echo
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You gain resistance to thunder damage, and you can no longer deafened.
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Whenever you use Flurry of Blows and spend a Focus Point as part of it, you may cause a burst of sound in a 10-foot radius centered on you. Each creature of your choice in that area must make a Dexterity saving throw or take thunder damage equal to four rolls of your Martial Arts die. Regardless of success or failure every creature of your choice will be pushed 10 feet away from you.
- Any Magic action made against you that requires a verbal component must succeed on a Dexterity saving throw, If they fail the saving throw the Magic action also fails.
Perfect Reverb
As a bonus action, you spend 4 Focus Points to enter your Perfect Reverb state for 10 minutes:
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Your body blurs with afterimages of motion. Whenever you make a successful unarmed strike against a creature, a spectral echo of yourself repeats that attack against any creature within 10 feet of you (including the original target). The echo deals the same amount of damage as the original attack but as thunder damage. The echo's strike ignores any immunity or resistance to thunder damage.
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You gain immunity to thunder and force damage.
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Whenever you use your Deflect Attack, Deflect Energy or Patient Defense features, you gain the ability to release energy as concussive wave. Each creature of your choice within 10 feet take thunder damage equal to your Wisdom modifier until the start of your next turn.
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If you are reduced to 0 hit points while in this state, the final echo of your form detonates in a 30-foot radius, dealing thunder damage equal to twice your Monk Level to creatures of your choice in that area.
- Whenever you reduce a creature to 0 hit points, your strike resonates with their spirit and you regain 1 Focus Point.
You can use this feature once per long rest unless you spend 4 Focus Points to use it again and you can end it earlier as a bonus action.
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Posted Nov 9, 2025Im not very good at the formatting and additional stuff for subclasses yet but tell me what you guys think. Im pretty happy with this but it's still a version 1 so i think there can be improvements