Base Class: Monk
Monks of the Way of the Unshakable are firm in stance and resolve. They learn techniques to maintain their stance, becoming bulwarks of the battlefield. With their ki, they can even shake the earth and resist powerful blows.
Unshakable Stance
Starting when you choose this tradition at 3rd level, you can plant your feet in a powerful defensive stance following an attack. Whenever you use Flurry of Blows, you can gain one of the following benefits.
• You gain a +3 bonus to AC until the start of your next turn.
• You have resistance to one of the following damage types (piercing, slashing, bludgeoning, acid, cold, fire, lightning, thunder) until the start of your next turn.
• You have advantage on Intelligence, Wisdom, and Charisma saving throws.
If you choose to gain a benefit, you cannot take any more movement until the start of your next turn.
Earthbound
At 6th level, your stance is strong enough to resist any force. Whenever you are knocked prone or moved unwillingly, you can spend 1 ki point to remain standing in place. If you use this feature, you cannot take any reactions until the end of your next turn.
Steadfast Guard
Beginning at 11th level, you can quickly strike a stance to defend against attack. You can use your reaction and spend 2 ki points to reduce damage when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by Martial Arts Die + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can knock the attacking creature prone or push it 10 feet away in a straight line.
Fissure Blow
At 17th level, you gain the ability to split the earth with a step. As an action, you can spend 7 ki points to strike a surface, creating a massive fissure that spreads throughout it. The fissure. The fissure is 5 feet wide and can cover a total length of 150 feet. The fissure can be shaped into any shape, but all parts of the fissure must be connected at some point. Creatures caught in the fissure make a Dexterity saving throw. If it fails, it is knocked prone and takes 8d8 bludgeoning damage. If it succeeds, it takes half damage. Structures caught in the fissure automatically fail the save and take double damage.







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