Monk
Base Class: Monk

 

🏔️ MONASTIC TRADITION: WAY OF THE LIVING MOUNTAIN

Monks of the Living Mountain do not seek to become faster than their enemies. They become impossible to move.

Their bodies are trained to absorb force, their ki flows like tectonic pressure, and eventually their flesh begins to take on the properties of living stone.

This subclass is designed for a Stone Goliath Monk and works especially well alongside your Stoneheart Aegis.

 

LEVEL 3 — STONEHEART DISCIPLE

When you choose this tradition at 3rd level, your ki begins merging with the stone within your body.

🪨 Mountain’s Stance

While you aren’t wearing conventional armor, you can enter Mountain’s Stance as a bonus action.

The stance lasts for 1 minute.

While active:

  • You cannot be knocked prone unless you choose to be.
  • You have advantage on checks and saving throws against being shoved or forcibly moved.
  • You gain temporary hit points equal to your Monk level + Wisdom modifier.
  • Your unarmed strikes deal +1 bludgeoning damage.

You can use Mountain’s Stance a number of times equal to your proficiency bonus per long rest.

 

🌎 Stone-Forged Strikes

Your unarmed strikes become infused with earth.

When you hit with an unarmed strike, you can spend 1 Ki to empower the attack.

The attack deals an additional:

1d8 bludgeoning damage

If the target is Large or smaller, you can also push it 10 feet.

If you are standing on stone or earth when you make the attack, the additional damage becomes:

1d10

 

LEVEL 6 — HEART OF THE MOUNTAIN

Your body begins behaving like living stone.

đź—ż Living Stone

While Mountain’s Stance is active, you gain:

Resistance to bludgeoning damage.

Additionally, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage by:

1d10 + your Wisdom modifier + your Monk level

You can use this reaction a number of times equal to your Wisdom modifier per long rest.

 

đź’Ą Tectonic Counter

When a creature within 5 feet hits you with a melee attack, you can spend 1 Ki as a reaction.

The ground beneath you erupts.

The attacker must make a Strength saving throw.

Failure:

  • Takes 2d8 bludgeoning damage
  • Is pushed 10 feet
  • Falls prone

Success:

  • Takes half damage
  • Isn’t pushed or knocked prone

 

LEVEL 11 — AVATAR OF STONE

At 11th level, the distinction between your body and the mountain begins to disappear.

🏔️ Stone Body

You gain resistance to:

bludgeoning, piercing, and slashing damage from nonmagical attacks.

You also gain:

  • Advantage on Constitution saving throws.
  • Advantage against being stunned.
  • Advantage against being paralyzed.
  • You cannot be moved against your will while touching the ground.

Earthsense

While touching the ground, you gain tremorsense 30 feet.

You can sense:

  • Creatures touching the ground
  • Movement through stone
  • Tunnels
  • Caverns
  • Large underground structures

You cannot sense creatures that are completely airborne.

 

🪨 Mountain’s Fury

Once per turn when you hit a creature with an unarmed strike while Mountain’s Stance is active, you can spend 1 Ki to trigger a seismic burst.

The target and creatures of your choice within 5 feet of it must make a Dexterity saving throw.

On a failure:

3d8 bludgeoning damage

and the creature falls prone.

On a success:

Half damage and no prone.

 

LEVEL 17 — MOUNTAIN ETERNAL

At 17th level, you become the ultimate expression of the Living Mountain.

As a bonus action, you can spend 5 Ki to transform into your Mountain Eternal form for 1 minute.

When you transform, stone erupts from your body and forms massive armor around you.

đź—ż Mountain Eternal

While transformed:

Size: You become Large.

Speed: Your walking speed increases by 10 feet.

Reach: Your melee reach increases by 5 feet.

Temporary HP: You gain temporary hit points equal to twice your Monk level.

AC: You gain +2 AC.

Strength: You have advantage on Strength checks and Strength saving throws.

Unmovable: You cannot be knocked prone or forcibly moved.

Stone Fists: Your unarmed strikes deal 1d12 bludgeoning damage if their normal damage die is smaller.

Crushing Blows: Once per turn when you hit with an unarmed strike, you deal an additional:

2d10 bludgeoning damage

 

🌋 CATACLYSMIC STRIKE

While in Mountain Eternal form, you can spend 3 Ki when you hit with an unarmed strike.

The attack becomes a devastating seismic blow.

The target takes:

6d10 bludgeoning damage

and must make a Strength saving throw.

On a failure:

  • The creature is knocked prone
  • It is pushed 20 feet
  • Its speed becomes 0 until the beginning of your next turn

On a successful save, it takes half the additional damage and suffers no other effects.

 

🌎 MOUNTAIN’S WRATH

Once per transformation, you can slam both fists into the ground as an action.

Choose a point you can see within 60 feet.

The earth explodes in a 20-foot-radius area.

Creatures in the area make a Dexterity saving throw.

Failed Save

8d10 bludgeoning + 4d10 thunder damage

and knocked prone.

Successful Save

Half damage and aren’t knocked prone.

The area becomes difficult terrain for 1 minute.

 

🏔️ CAPSTONE — THE MOUNTAIN REMEMBERS

At the end of Mountain Eternal, the stone armor doesn’t immediately disappear.

Instead, you remain partially transformed for the next minute.

During this time:

  • You retain tremorsense 60 feet.
  • You retain resistance to bludgeoning, piercing, and slashing damage.
  • You retain your increased reach.
  • Your unarmed strikes continue dealing 1d12 damage.

And if you are reduced to 0 HP during this final minute, you can spend 4 Ki to instead drop to 1 HP.

When this happens, the ground beneath you erupts and every creature within 10 feet takes:

4d10 bludgeoning damage

You can use this revival effect once per long rest.

 

🪨 SUBCLASS PROGRESSION

Monk Level

Ability

3

Mountain’s Stance

3

Stone-Forged Strikes

6

Living Stone

6

Tectonic Counter

11

Stone Body

11

Earthsense

11

Mountain’s Fury

17

Mountain Eternal

17

Cataclysmic Strike

17

Mountain’s Wrath

17

The Mountain Remembers

Your character’s progression

Level 1: Goliath monk
→ Level 3: Stoneheart Disciple
→ Level 6: Living Stone
→ Level 11: Avatar of Stone
→ Level 17: Mountain Eternal
→ Level 20: The Mountain Itself

And with the Stoneheart Aegis, the flavor gets especially cool: the armor can evolve alongside the subclass, so by the endgame your monk isn’t really wearing the armor anymore—the armor, ki, and Goliath body have become one entity.

 

Level 3: Mountains stance

As a bonus action, you can enter Mountain’s Stance for 1 minute. While active, you cannot be knocked prone unless you choose to be, and you have advantage on checks and saving throws made to resist being shoved or forcibly moved.

You gain temporary hit points equal to your monk level + your Wisdom modifier.

Your unarmed strikes deal 1 additional bludgeoning damage.

You can use this feature a number of times equal to your proficiency bonus per long rest.

 

Stone-forged strikes

When you hit a creature with an unarmed strike, you can spend 1 Ki to empower the attack. The attack deals an additional 1d8 bludgeoning damage. If the target is Large or smaller, you can push it up to 10 feet.

If you are standing on stone or earth when you make the attack, the additional damage becomes 1d10.

 

Living stone

While Mountain’s Stance is active, you have resistance to bludgeoning damage.

Additionally, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage by 1d10 + your Wisdom modifier + your monk level.

You can use this reaction a number of times equal to your Wisdom modifier per long rest.

 

Tectonic Counter

When a creature within 5 feet hits you with a melee attack, you can spend 1 Ki as a reaction to cause the ground beneath you to erupt.

The attacker must make a Strength saving throw against your Ki save DC.

On a failed save, it takes 2d8 bludgeoning damage, is pushed 10 feet, and falls prone.

On a successful save, it takes half damage and isn’t pushed or knocked prone.

 

Stone body

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You also have advantage on Constitution saving throws and saving throws against being stunned or paralyzed.

While touching the ground, you cannot be moved against your will.

 

Earthsense

While touching the ground, you gain tremorsense out to a range of 30 feet.

You can sense creatures touching the ground and movement traveling through stone or earth. You cannot sense creatures that are completely airborne.

 

Mountain’s fury

Once per turn when you hit a creature with an unarmed strike while Mountain’s Stance is active, you can spend 1 Ki to trigger a seismic burst.

The target and creatures of your choice within 5 feet of it must make a Dexterity saving throw against your Ki save DC.

On a failed save, a creature takes 3d8 bludgeoning damage and falls prone.

On a successful save, it takes half damage and doesn’t fall prone.

 

Mountain eternal

As a bonus action, you can spend 5 Ki to transform into your Mountain Eternal form for 1 minute.

Your size becomes Large.

Your walking speed increases by 10 feet.

Your reach increases by 5 feet.

You gain temporary hit points equal to twice your monk level.

You gain a +2 bonus to AC.

You have advantage on Strength checks and Strength saving throws.

You cannot be knocked prone or forcibly moved.

Your unarmed strikes deal 1d12 bludgeoning damage if their normal damage die is smaller.

Once per turn when you hit with an unarmed strike, you deal an additional 2d10 bludgeoning damage.

 

Cataclysmic Strike

While in Mountain Eternal form, when you hit a creature with an unarmed strike, you can spend 3 Ki to unleash a devastating seismic blow.

The target takes an additional 6d10 bludgeoning damage and must make a Strength saving throw against your Ki save DC.

On a failed save, the creature is knocked prone, pushed 20 feet, and its speed becomes 0 until the beginning of your next turn.

On a successful save, it takes half the additional damage and suffers no other effects.

 

Mountains wrath

Once per Mountain Eternal transformation, you can slam both fists into the ground as an action, creating a seismic explosion at a point you can see within 60 feet.

Each creature of your choice within 20 feet of that point must make a Dexterity saving throw against your Ki save DC.

On a failed save, a creature takes 8d10 bludgeoning damage plus 4d10 thunder damage and falls prone.

On a successful save, it takes half damage and doesn’t fall prone.

The affected area becomes difficult terrain for 1 minute.

 

The mountain remembers

When your Mountain Eternal transformation ends, you retain a fragment of its power for 1 minute.

During this time, you retain tremorsense out to 60 feet, resistance to bludgeoning, piercing, and slashing damage, your increased reach, and the ability for your unarmed strikes to deal 1d12 damage.

If you are reduced to 0 hit points during this final minute, you can spend 4 Ki to drop to 1 hit point instead. When you do so, creatures of your choice within 10 feet take 4d10 bludgeoning damage.

Once you use this final ability, you cannot use it again until you finish a long rest.

 

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