Base Class: Monk
Way of the Grain monks see the power in the smallest of things, they hold the truth that even the largest of mountains can be brought down by an landslide started by a single grain of sand, you just need to know where to give the right push. Those who walk the Way of the Grain train to harness the potential energy that banks and mountains contain and turn it into a powerful kinetic force and mimic the ferocity of a landslide from the slightest disturbance in the way they fight.
Transitional Motion
At 3rd level, you learn to incorporate the loose earth in your fighting style, allowing it to empower your techniques.
- The grains of debris around you whip with deadly force from your strikes, when you use Flurry of Blows, your reach for your unarmed strikes increases an additional 5ft.
- You use the push from an opponent to fuel your landslide, when a creature hits you while in your Patient Defense, you may make a unarmed melee weapon attack against the creature that missed you without using your reaction. You may use this feature once per round unless you spend your reaction to use it again.
- With your speed, you splash your opponents eyes with the dirt you kick up. When you use your Step of the Wind, and you end your movement within 5ft of a creature, they must make a Dexterity saving throw against your Ki save DC or be blinded until they spend an action to wipe the grit from their eyes.
Cascading Strikes
Starting at 6th level, you learn to propel the momentum of a strike, burying your opponent in an avalanche of blows. When you make your first attack on your turn, you kick up any loose particles off of yourself or your surroundings and enter a state of perpetual motion. When you hit another creature with a melee weapon attack when you use the Attack action, you gain a number of additional melee weapon attacks that triggers at the end of the attack action equal to the attacks hit. These attacks produced by Cascading Strikes are made at advantage.
You may use this ability a number of times equal to your Wisdom modifier per long rest.
Plunge Into Earth
At 11th level, you become one with the loose ground around you, blending seamlessly within their numbers. As a bonus action, you can spend 2 ki points, when touching a rock or dirt surface, to loosen the ground around you and sink into the earth. the size of this surface must be at least your size in height and width and at least 5 ft thick. While in this state you gain the following attributes:
- you gain a burrowing speed of 20ft.
- entering or exiting the surface does not provoke opportunity attacks.
- you cannot burrow more than 10ft into the surface you melded into
- any attacks made while submerged in the earth have disadvantage
Additionally, you can spend 2 more ki points to increase the burrowing speed to your movement speed and remove disadvantage from your strikes while submerged.
You can remained submerged until the end of your next turn, where if you have not exited the ground completely by that time, you are forcefully shunted from the surface to the nearest unoccupied space and are knocked prone unless you spend the bonus action and 2 ki points on subsequent turns to reset the timer.
Sinkhole Tremor
You stomp the ground and collapse a massive chuck of land into a sludgy soup of quicksand. As an action, choose a 20ft cube within 60ft of yourself, that area immediately becomes difficult terrain as the ground drops out and becomes a pool of quicksand. All creatures that enter or start their turn within the 20ft cube of quicksand must make a Strength saving throw against your Ki save DC or become restrained. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You are immune to the effects of the quicksand.
You can use this feature once per long rest without cost or for 3 ki points if you have expended that use.







Comments