Monk
Base Class: Monk

Monk traditions vary like the sands in desert, and the stars in the sky.  One constant theme is that of becoming light and fluid, a whisper on the wind.  To be like water and adjust to the situation as it presents itself, like a ripple on the water's surface or from a solid piece of ice, into that of mist.  These are not those kinds of Monks.

Traditions are often kept close, secrets shared only to those that are willing to through the initiations and trials to earn them.  Those who study the Way of Stone, are often encouraged to embrace their confrontational nature, and to lead with their fists.  The connection to one's ki is honed into an art of turning oneself into an unbreakable stone.  Their strikes are far more impactful, their bodies conditioned to the highest levels of resilience.  They follow their path intensely and those on the path often find themselves left in the aftermath of a natural disaster, much like an earthquake.

Stone Resolution

Starting when you choose this tradition at 3rd level, your hit point maximum increase by 3, and increases by 1 additional hit point for each level that you take in this class.

Trimmer Sense

After choosing this monastic tradition at level 3, you are granted the knowledge of the Mage Hand & Mold Earth cantrips to your Known Spell list.  These cantrips can now be used At Will.


Stone Sunderer

Beginning at 6th level, when you use your Flurry of Blows ability, you may expend an additional ki point to force any creature you hit the creature must make a CON saving throw (DC {{savedc:wis}}) or be knocked prone.

  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

Honed Sanctuary

Beginning at 11th level, you gain resistance to bludgeoning, piercing, and slashing damage.

Siege Bringer

At 17th level, you have a multitude of ways in which to effect your opponents.

When you take the Attack action, you can expend a ki point to replace the attacks with slams of your body into the ground. All creatures of your choice within 15 feet you must make a DEX saving throw (DC {{savedc:wis}}) or take bludgeoning damage equal to a roll of your martial arts die be knocked prone.

Additionally, you can choose one of these targets to focus your wrath.

When you hit a target with an unarmed strike, you can spend 3 ki points to start harmless vibrations in the target, which last for {{classlevel#unsigned}} days. As an action you can end the vibrations and the creature must make a CON saving throw (DC {{savedc:wis}}). If it fails, it is reduced to 0 HP. If it succeeds, it takes 10d10 necrotic damage.  Once this option is used, it can not be used again until the initial target is reduced to 0 HP, or the days of effect pass.

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2023 3:11:13 AM
7
2
--
Coming Soon
8/4/2023 3:15:41 AM
4
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes