Monk
Base Class: Monk

Monks who follow the Way of the Labour embody the relentless spirit of the worker. Every strike they deliver is more than a blow—it is the hammer that builds, the sickle that reaps, and the pickaxe that carves through stone. These monks understand that the world does not pause for idleness: progress comes through sweat, effort, and endurance.

From the earliest strikes of their training, they learn to channel the spirit of labor into their unarmed attacks, turning themselves into a living engine of construction, harvest, and industry. They endure hardship, pushing beyond pain and exhaustion, and their perseverance inspires those around them.

Level 3: The Three Great Labors

You channel the spirit of labor into your unarmed strikes, shaping them into the tools of the worker. Whenever you hit a creature with an unarmed strike, you can choose for it to deal bludgeoning, slashing, or piercing damage and impose one of the following effects:

Hammer Fist. When you hit a creature with a bludgeoning unarmed strike, you can push it 5 feet directly away from you if it is Large or smaller. Alternatively, you can expend 1 Focus Point to unleash your hammering force, the target must succeed on a Strength saving throw or be pushed up to 20 feet away instead if it is Large or smaller. If this movement causes the target to collide with a solid surface (such as a wall, pillar, or floor), it takes bludgeoning damage equal to your Martial Arts die. A creature can only take this collision damage from your Hammer Fist once per turn.

Sickle Fingers. When you hit a creature with a slashing unarmed strike, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by this feature, the Speed reduction doesn’t exceed 10 feet. In addition, you can expend 1 Focus Point to sweep your strike around you. Each creature of your choice within 5 feet of you (other than the target) must succeed on a Dexterity saving throw or take slashing damage equal to your Martial Arts die.

Pickaxe Palm. When you hit a creature with a piercing unarmed strike, you expose a fracture point in its defenses. The next attack roll made against that creature before the start of your next turn has advantage. In addition, you can expend 1 Focus Point to penetrate deeper. The target must succeed on a Constitution saving throw or its AC reduced by 2 (to a minimum of 10) until the start of your next turn. This reduction increases to 3 at 11th level and 4 at 17th level. This effect does not stack.

Level 3: Calloused Hands

Your life of relentless work has honed not only your strikes but also your practical skills. You gain proficiency with one tool of your choice.

Level 6: Overwork

When your Focus Points are 0, you can push yourself beyond your limits. As a Bonus Action, before taking any other actions on your turn, you regain 1 Focus Point and gain temporary Hit Points equal to half your Monk level + your Wisdom modifier (rounded down), but all attacks you make this turn are at disadvantage. The number of Focus Points regained increases to 3 at 11th level and 4 at 17th level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 6: Workman’s Resolve

Your mastery of the Three Great Labors deepens, and the unarmed strikes you make—whether bludgeoning, slashing, or piercing—count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Level 11: Shared Burden

When an ally within 10 feet of you is forced to make a saving throw, you can use your Reaction to spend 2 Focus Points. The ally adds your Wisdom modifier to their saving throw. (minimum of 1)

Level 11: Masterful Strike

Your unarmed strike now can apply the effects of Hammer Fist, Sickle Fingers, or Pickaxe Palm, regardless of the damage type you dealt.

Level 17: Overtime Flurry

When you take a Bonus Action to use Overwork, you no longer suffer disadvantage on your attacks from Overwork. You can also use your Flurry of Blows without expending any Focus Points immediately after that Bonus Action.

Level 17: Foundation Maker

You can channel the spirit of your labor into your allies’ attacks. As a Magic action, you can spend 4 Focus Points to empower two allies of your choice within 30 feet. The first attack that ally makes before the start of your next turn has advantage, ignores resistance and immunity to damage and deals extra damage equal to 3 rolls of your Martial Arts die.

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