Base Class: Monk
The practitioners of the Way of the Chunky embrace their robust frames as formidable weapons in combat. These monks harness their weight to deliver devastating blows, utilizing their bulk to overpower adversaries. They master techniques to flatten opponents, channeling their ki to fortify their bodies against harm and employing meditative practices to enhance their resilience on the battlefield.
Inspired by hidden temples where surprisingly agile panda-esque monks are trained, this Constitution-based monastic tradition allows for staggering maneuverability, pinning down foes, and shrugging off otherwise lethal damage with relative ease.
Pot Belly Technique
At 3rd level, you can manipulate your own ki to perform feats of physical prowess. You can use your Constitution modifier instead of your Dexterity and Wisdom modifiers when making unarmed strikes or determining the saving throw DC of your Monk features.
Additionally, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects:
- You and the target creature are each pushed 15 feet from each other. This mutual push must be in opposite directions, and a creature cannot be pushed in this way more than once per turn.
- The target creature must make a Constitution saving throw or become dazed until the end of your next turn.
- The target creature must succeed on a Strength saving throw or be knocked prone.
Paunchy Defense
At 3rd level, you learn to use a combination of your ki and your robust weight to bounce off incoming harm.
You gain a bonus to your AC equal to half your Constitution modifier, rounded down.
Retaliatory Pin
Beginning at 6th level, you can pin down a fallen creature attempting to get back on its feet.
You can make an attack of opportunity against a creature attempting to stand up from prone within your melee reach. On a hit, the creature must remain prone and cannot attempt to stand up again until the start of its next turn.
Stoutness of Body
At 6th level, you gain the ability to absorb the impact of attacks made against you and your allies with a combination of your abundant ki and heavy frame. At the end of a long rest, you gain a number of temporary hit points equal to three times your Monk level.
You have resistance to bludgeoning, piercing, and slashing damage when an ally is within 5 feet of you if you have at least 1 temporary hit point gained through Stoutness of Body.
Flurry of the Rotund
Beginning at 11th level, you can propel yourself through enemies like a living cannonball.
Rather than unarmed strikes, you use Flurry of Blows to make a full-body roll in a straight line up to your movement speed. You can pass through a space occupied by a creature, but you cannot end your turn in it. Make a separate unarmed strike attack roll for each creature you pass through in this way. On a hit, the creature takes bludgeoning damage equal to your Martial Arts die + your Constitution modifier.
If you use the Pot Belly Technique push feature while rolling through a creature's space, you can instead add 15 feet to your remaining roll distance and choose a new direction to continue rolling.
You can also apply your other Monk class and subclass features to a creature you successfully hit in this way. For example, you can apply the Stunning Strike feature to a creature whose space you rolled through in this way, and the affected creature must make the relevant saving throw as normal.
Bouncy Soul
At 17th level, you gain the ability to shrug off harm effortlessly, and amplify your mass with your unbridled ki.
Feather Bounce. Whenever you take damage that isn't Psychic or Poison, you can spend 3 Ki points to take no damage. If you do, you must bounce away from the source of harm, moving a number of feet equal to the amount of damage, up to the closest multiple of 5 (rounded up). For example, if a red dragon's breath weapon could deal 44 fire damage to you, you can spend 3 Ki points to instead take no damage and move 45 feet away from the dragon.
If you come into contact with a solid obstacle before this forced movement ends, you must continue moving in a different direction of the DM's choice. While bouncing in this way, you do not trigger attacks of opportunity, and your body behaves as if it were weightless, including objects you wear or carry.
Meteoric Landing. Whenever you fall from a height of at least 10 feet, you can use your reaction to spend a Ki point to land with a powerful impact. All creatures within 15 feet of your landing space must make a Dexterity saving throw. On a failure, a creature takes bludgeoning damage equal to the fall damage you would have taken + your Monk level and is knocked prone. On a success, a creature takes half damage and becomes dazed, instead.
Previous Versions
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