Base Class: Monk
Followers of the way of the stone seek to know themselves through connecting to their origin in the elemental earth. Monks of the way of the Stone believe that all that exists comes from the earth at some point in its past. To know the earth is to know oneself. To master oneself is to control the elements of earth within you and transform yourself. Most followers of the way of the stone have sat under the tutelage of a stone giant, earth elemental or one of the dwarven masters.
There is no official ranks. Mastery of self is all that matters or is admired. With that said it is common to be addressed with one of a hierarchy of titles recognizing your accomplishment: Initiates, Acolytes, Masters and Grand Masters.
One with the Earth
Starting when you choose this tradition at 3rd level, you gain the ability to control the elements within your body allowing control the elements of earth around and in you.
Flesh to Stone:
As a free action once per turn, you may turn parts of your body into stone. You may choose one of the following techniques when you receive this feature. You receive the other at 11th level.
Stone Appendage - You may turn one or more appendages to stone creating stone weapons with which you may perform unarmed strikes. The weapon or weapons are simple finesse melee weapons. Their damage die is the same as what an unarmed strike with that appendage would have been before being turned to stone. Each stone appendage counts as being held for features that require holding a weapon.
Stone Skin - You may transform your skin into a thin flexible layer of stone granting you a +1 to your unarmored defense. If a feature or ability requires armor to use then stone skin meets that requirement.
Molder of Elements:
You learn the mold earth cantrip. You may cast it as a bonus action. Wisdom is your spellcasting modifier for your Monk spells.
Master of Stone:
Choose a tool proficiency between mason and jewelers tools. You also gain expertise with that tool and items created using that skill take half the normal crafting time.
Earthen Connection
At 6th level, you gain a deeper connection to the earth and the magic that sustains it. Over an hour long ritual you may adsorb up to 6lbs earthen materials including metal that you are touching into your body. You gain 2 hp for each lb of material absorbed.
If you have the stone appendage discipline and the material adsorbed is a magical weapon then you may adsorb the magical effect into your body. If you do, a tattoo appears somewhere on your body symbolizing the magic of the weapon. If you use this feature and you already have a magic tattoo from this feature then a new tattoo would replace the old one. When you use the stone appendage feature any weapons created exhibit and share the same magical effect as the adsorbed weapon.
If you have the stone skin discipline and the material adsorbed is a magical armor or shield, then you may adsorb the magical effect into your body. If you do, a tattoo appears somewhere on your body symbolizing the magic of the armor. If you use this feature and you already have a magic tattoo from this feature then a new tattoo would replace the old one. When you use the stone skin feature the stone skin exhibits the same magical effect as the adsorbed armor or shield.
Adsorb sentient weapons or armor at your own risk. How two consciousnesses exist in one body is up to the DMs narrative choices.
Mastery of Earthen Body
Beginning at 11th level, your mastery of the minerals in your body has reached the speed of your reflexes. You gain the following features:
Improved Stone Appendage: Your attacks with weapons created from this feature deal an +1 damage.
Improved Stone Skin: You learn the blade ward cantrip. You may cast it as a bonus action. Wisdom is your spellcasting modifier.
Reflexive Hardening: you can use your reaction to increase the hardness of parts of your body when you are hit by a melee attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
Stone Touch
At 17th level, to turn your enemies to stone by manipulating the minerals within them. When you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to petrify them. The target must succeed on a Constitution saving throw or be petrified. The effected creature may make the save again at the end of their next turn. When they succeed the saving throw they take 5d10 necrotic damage from the efforts to break free of the petrification.
Previous Versions
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8/17/2022 3:07:15 AM
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Coming Soon
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