Base Class: Monk
Not all monasteries focus on being graceful when it comes to the application of martial arts. Some find strength and power in the earth beneath their feet. Rather than spinning through the battlefield with the fluid motion of the river, Monks of the Eternal Mountain root themselves to the ground, as immovable and unshakable as the stones of the mountain. They are as durable as solid granite, and can deliver devastating blows that knock their opponents to - or even into - the ground.
You spent years studying at a remote mountain monastery where your masters taught you to reflect on the mountain's strength and majesty. Through quiet contemplation, relentless exercise, and brutal training, you stand fast against your enemies and repulse their attacks with unflinching resolve. When not contemplating the mountain's great power, you put your efforts into mastering the fighting techniques your masters taught, and int time, you become like the object of your veneration.
Your fighting style captures the mountain's strength and makes it your own. By focusing your ki, you harden your fists, so that you can punch through stone or flesh with equal ease. You also learned to ground yourself, to bind your feet to the ground so that not even the most vicious storm could dislodge you.
Unyielding Strength
Starting when you choose this tradition at 3rd level, you may use your Strength modifier in place of your Dexterity modifier when calculating AC using your Unarmored Defense feature. Thus, your AC equals 10 + your Strength modifier + your Wisdom modifier.
Eternal Mountain Technique
Also at 3rd level, you can use your ki to enhance your body to survive great punishment. Whenever you use Patient Defense or Step of the Wind, you can choose to gain one of the following effects:
- You have resistance to all damage except psychic damage until the start of your next turn.
- You have advantage on ability checks and saving throws to resist being grappled, restrained, forcibly moved, or knocked prone until the start of your next turn.
Tumbling Boulder
Starting at 6th level, when you hit a target with an unarmed strike, you can spend one or more ki points to cause your attack to deal an additional 1d6 bludgeoning damage for each ki point spent this way, up to a maximum of 5d6. Additionally, the target must make a Strength saving throw or be knocked prone. You can use this feature only once on each of your turns.
Mountain Devotee
Beginning at 11th level, you can spend 5 ki points to cast one of the following spells: meld into stone, stone shape, or stoneskin. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
Avalanche Strike
At 17th level, you gain the ability to deliver a strike with all the force of a landslide. When you hit a creature with an unarmed strike, you can spend 3 points to perform an avalanche strike. The creature must make a Strength saving throw. If it fails, the target takes 4d6 bludgeoning damage, is pushed up to 15 feet away from you, is knocked prone, and can't stand up until the end of your next turn. If it succeeds, it takes 2d6 bludgeoning damage, is pushed up to 5 feet away from you, but is not knocked prone. You can use this feature only once on each of your turns.
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