Base Class: Monk
Driven by an internal chemistry that defies the laws of anatomy, those who follow the Way of the Living Polymer have bodies more akin to enchanted sap or liquid rubber than flesh and bone. Often originating from experiments with chaotic alchemy, exposure to the Far Realm, or a strange evolution found in deep-sea monasteries, these monks view their physical form as a mere suggestion. They don't just dodge attacks; they flow around them, stretching across battlefields with the surreal grace of a living shadow and the devastating impact of a high-tension spring.
Elastic Amorphous Form
At 3rd level, your body becomes an exceptionally resilient, living tool of high-speed versatility. You gain the following benefits:
- Elastic Vitality: You gain 8 additional hit points, and you gain 4 more hit points for every level you take in this class. You no longer require Ki points to use any of your Monk class features.
- Stretching Reach: You can stretch any part of your body up to 15 feet. Your reach for melee attacks increases by this amount.
- Malleable Movement: Your jump distance doubles. You gain a swim speed and climb speed equal to your walking speed. You can also breath both air and water.
- Compression: While not wearing anything or carrying anything, you can squeeze through spaces as small as 1 inch wide.
- Innate Durability: You are resistant to bludgeoning damage. You are immune to being grappled, restrained, or stunned against your will, and you suffer no negative effects from being prone.
- Uncanny Mimicry: You can perfectly imitate the voice of any creature you have heard. Your are proficient with all martial weapons and all simple and martial weapons are considered monk weapons for you. You can also use an action or bonus action to take the form of any creature or object of your size or one size smaller. Your statistics do not change, but you can imitate any wear, weapons, or tools you are proficient with using your limbs (though you cannot produce ammunition). When using mimicked weapons they are considered unarmed strikes for you. While you are large or larger you can form two-handed weapons with each limb and wield as if they were light finesse weapons and ignore the heavy property, versatile weapons are treated as if always being wielded by two weapons when mimicked and also count as finesse light weapons. You can change the damage type of your unarmed strikes to either slashing or piercing damage. Truesight and all other senses are unable to see through any mimicry gained from this subclass.
- Bending the Social Will: You are proficient in all Charisma checks and add your Wisdom modifier to those checks. You have advantage on Charisma checks to pass as a creature if you are imitating their voice and appearance to someone who knows them.
- Elastic Acrobat: You gain expertise in Athletics and Acrobatics, and have advantage on Strength and Dexterity saving throws. You have advantage on grappling checks, and creatures have disadvantage on grappling checks against you.
- Living Shadow: You are proficient in Stealth and have advantage on Stealth checks.
- Rapid Snapback: At the start of each of your turns, if you have at least 1 hit point, you regain hit points equal to your Monk level. You regrow any body part and heal from all wounds within one minute. You have disadvantage on death saving throws. If you stabilize after death saving throws, you immediately regain consciousness and regain hit points equal to twice your Monk level.
- Kinetic Impact: When you hit a creature with an unarmed strike, you can choose to push them up to 10 feet away or pull them 10 feet closer to you as your limbs snap back into place.
Reflexive Resilience
At 6th level, your cellular structure adapts further:
- Enhanced Reach: Your stretching reach increases by an additional 30 feet.
- Size Adaptation: You can now imitate creatures or objects one size larger or two sizes smaller than you.
- Aero-Elasticity: You gain a flying speed equal to your walking speed by forming wings from your body, and your Unarmored Movement bonus increases by 10 feet.
- Triple Leap: Your jump distance triples, and you are immune to falling damage.
- Mental Rubber: You are immune to psychic damage, being charmed, being frightened, magical sleep, and your thoughts cannot be detected unwillingly.
- Physical Purity: You are immune to being paralyzed and gain proficiency in Strength and Constitution saving throws. You have advantage on Constitution saving throws.
- Whiplash Strike: Once per turn when you hit with a melee attack using your increased reach, the target must succeed on a Strength saving throw against your Monk Save DC or be knocked prone.
Unstoppable Polymer
At 11th level, you become nearly impossible to harm:
- Grand Reach: Your stretching reach increases by an additional 20 feet.
- Massive Mimicry: You can use your action or bonus action to take the form of a creature or object up to size to three sizes larger or three sizes smaller than you. This transformation lasts for 1 hour, or until you end it as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all uses after a long rest.
- Total Immunity: You are immune to being petrified and your form cannot be changed unwillingly by magic.
- Defensive Rebound: You are immune to bludgeoning, lightning, piercing damage, and critical hits. You are resistant to all other damage except cold and acid. You have advantage on Charisma, Intelligence, and Wisdom saving throws.
- Kinetic Reflection: If a creature deals bludgeoning or piercing damage to you with an attack, you can use your reaction to reflect that damage back at the attacker.
- Quadruple Leap: Your jump distance quadruples, and your Unarmored Movement bonus increases by an additional 10 feet.
- Elastic Cage: When you successfully grapple a creature, you can use your body to completely envelop them. While enveloped, the creature is blinded, has total cover, and takes damage equal to your Martial Arts die at the start of each of its turns.
Absolute Fluidity
At 17th level, you reach the pinnacle of manipulation:
- Master Reach: Your stretching reach increases by an additional 50 feet.
- Gargantuan Growth: As an action or bonus action, you can become Gargantuan for 1 minute. While in this state, your melee attacks deal an extra 2d10 damage. You can use this feature once per long rest.
- Timeless Form: You cannot die from old age, are immune to exhaustion, and no longer need to breath.
- Quintuple Leap: Your jump distance quintuples, and your Unarmored Movement bonus increases by 10 feet.
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