Monk
Base Class: Monk

Level 3 – Stone Stance

You have learned to become immovable when you choose to be.

Mountain’s Root. When you are not wearing armor or wielding a shield and are standing on solid ground, you gain the following benefits:

  • You can’t be pushed or knocked prone unless you choose to be.
  • When you use your Unarmored Movement, you can choose to reduce your movement speed to 0 until the start of your next turn. While you do, you gain temporary hit points equal to your Wisdom modifier + your Monk level.

Earthen Strike. When you hit a creature with an unarmed strike, you can spend 1 Discipline Point to force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target’s speed becomes 0 and it cannot take the Dash or Disengage action until the end of its next turn.

Level 6 – Iron Shelter

You draw on your internal discipline to shield others as well as yourself.

Mountain Ward. When a creature you can see within 10 feet of you is hit by an attack, you can use your reaction and spend 1 Discipline Point to cause the attacker to roll with disadvantage.

Unshakable Frame. You gain resistance to force damage and advantage on saving throws against being restrained, paralyzed, or petrified.

Level 10 – Pillar of Stillness

Your body becomes a fortress of divine calm.

  • When you don’t move on your turn, you gain the following benefits until the start of your next turn:
    • You have half cover.
    • Allies within 10 feet of you gain resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
    • You cannot be teleported or moved unwillingly.

Additionally, while standing on stone or earth, you gain tremorsense out to 10 feet.

Level 14 – Avatar of the Enduring Mountain

You become a living bastion of stone and will.

As a bonus action, you can spend 4 Discipline Points to enter a state of heightened endurance for 1 minute. While this effect lasts, you gain the following benefits:

  • You gain resistance to all damage except psychic.
  • Once per turn, when a creature misses you with a melee attack, you can cause that creature to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone.
  • Your unarmed strikes deal force damage and ignore resistance to nonmagical bludgeoning damage.

You can end this state early as a free action. Once you use this feature, you cannot use it again until you finish a long rest unless you spend 6 Discipline Points to use it again.

Stone Stance

You have learned to become immovable when you choose to be.

Mountain’s Root. When you are not wearing armor or wielding a shield and are standing on solid ground, you gain the following benefits:

  • You can’t be pushed or knocked prone unless you choose to be.
  • When you use your Unarmored Movement, you can choose to reduce your movement speed to 0 until the start of your next turn. While you do, you gain temporary hit points equal to your Wisdom modifier + your Monk level.

Earthen Strike. When you hit a creature with an unarmed strike, you can spend 1 Discipline Point to force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target’s speed becomes 0 and it cannot take the Dash or Disengage action until the end of its next turn.

Iron Shelter

You draw on your internal discipline to shield others as well as yourself.

Mountain Ward. When a creature you can see within 10 feet of you is hit by an attack, you can use your reaction and spend 1 Discipline Point to cause the attacker to roll with disadvantage.

Unshakable Frame. You gain resistance to force damage and advantage on saving throws against being restrained, paralyzed, or petrified.

Pillar of Stillness

Your body becomes a fortress of divine calm.

  • When you don’t move on your turn, you gain the following benefits until the start of your next turn:
    • You have half cover.
    • Allies within 10 feet of you gain resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
    • You cannot be teleported or moved unwillingly.

Additionally, while standing on stone or earth, you gain tremorsense out to 10 feet.

Avatar of the Enduring Mountain

You become a living bastion of stone and will.

As a bonus action, you can spend 4 Discipline Points to enter a state of heightened endurance for 1 minute. While this effect lasts, you gain the following benefits:

  • You gain resistance to all damage except psychic.
  • Once per turn, when a creature misses you with a melee attack, you can cause that creature to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone.
  • Your unarmed strikes deal force damage and ignore resistance to nonmagical bludgeoning damage.

You can end this state early as a free action. Once you use this feature, you cannot use it again until you finish a long rest unless you spend 6 Discipline Points to use it again.

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