Base Class: Monk
Those who take up the Way of the Monolith are often not your typical monk but rather coming from a background of great size and strength. This tradition has a very different, though equally powerful, take on making their body into a weapon. Their communities focus on being nimble and swift, but having great size for its great benefit making them incredibly tough. These monks focus on absorbing rather than dodging, attacking with their full body and packing force behind every blow.
Immense Size
At 3rd level, you use your Constitution modifier instead of your Dexterity modifier to calculate your Unarmored Defense. Whenever you gain a level in this class, you add an additional half of your Constitution modifier to your total hit points, rounding down. Lastly your weight increases by 3d4*10 from the maximum weight for your race.
However , you lose Unarmored Speed. Your Unarmored Speed value instead acts as temporary hit points that regenerate every long rest.
Body Block
At 3rd level, when you use your Patient Defense feature, you may use your reaction to become the target of an attack that targets a friendly creature within 5 feet of you. If the attack hits, you may reduce the damage by your constitution modifier.
Standing Mountain
Beginning at 6th level, you add your Constitution modifier to any roll against being knocked prone and grappled. When a grapple misses against you, the enemy's remaining movement speed is halved and you make make attack against them as a reaction.
In addition you are treated as one size larger for the purposes of grappling and shoving.
Hefty Strikes
At 11th level, you gain three new attacks, all of which cost 3 Ki points and all of your movement speed for that turn and your next turn. All use your Ki save DC.
Body Slam: You throw your body at a target within 10 feet. On a failed Strength save, it deals 2d10+your Constitution modifier+1/6th of your weight gained by this class, rounded down in bludgeoning image, and the target is knocked prone. On a successful save, the damage is halved and the target is not knocked prone.
Weighted blow: Putting all of your weight into a mighty punch, you gain advantage on this attack. On a successful hit this deals 1d10+ Constitution modifier+1/8 of your weight gained by this class in bludgeoning damage and the target must make a is knocked prone. If the attack misses the damage is simply halved and the target is not knocked prone.
Leaping Strike: Hoisting yourself down and leaping onto a target within 10 feet you use your great weight as a deadly weapon. On a failed Dexterity saving throw it deals 1/4 of your weight gained by this class, rounded down, in bludgeoning damage, and knocked prone. On a successful save the target suffers half damage and is not knocked prone. You must make a dexterity saving throw or suffer half of the dealt damage and be knocked prone until your next turn.
Taunting Absorption
At 17th level, you may spend 6 Ki as a reaction to either automatically succeed a saving throw against any imposed conditions or reduce an incoming attack's damage by a number equal to 1/4 of you weight, rounded down. Upon doing this any enemies within 15 feet are taunted, gaining disadvantage against any other target other than yourself.
Additionally, you double your Constitution modifier bonus in your Unarmored Defense, and you gain temporary hit points equal to your Constitution modifier multiplied by the number of Ki points spent.







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