Base Class: Monk
Way of the Immovable Mountain monks master stillness and weight. They root themselves like bedrock, turning disciplined breath and balanced posture into overwhelming force. In combat they control the ground around them—toppling enemies with thunderous stomps, shoving opponents out of position, and refusing to be moved. Where others dance and dart, these monks endure, then strike like a falling cliff.
Level 3: Stance of the Mountain
When you adopt this tradition at 3rd level, you learn to root yourself like stone and channel strength through stillness and focus.
Rooted Strength. You can choose to use Strength instead of Dexterity for your Monk weapon and Unarmed Strike attack rolls, damage rolls, and Monk feature save DCs.
Stone Body. While you aren’t wearing armor or wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.
(Note: D&D Beyond does not calculate this automatically. You can manually override your AC on your character sheet.)
Earth Stomp. As a Bonus Action, you can expend 1 Focus Point to stomp the ground with forceful intent.
Each creature of your choice within 5 feet must make a Strength saving throw against your Monk Save DC.
On a failed save, a creature is knocked prone and takes damage equal to one roll of your Martial Arts die + your Strength modifier.
Level 6: Ring of Earth
At 6th level, your presence shapes the ground around you like a sacred ring of stone.
Center of the Ring. The area within 10 feet of you is difficult terrain for hostile creatures. Whenever a creature within that range misses you with an attack, you can immediately move up to 5 feet to an open space within that range without provoking opportunity attacks.
Ring Out. When you hit a creature with an Unarmed Strike, you can expend 1 Focus Point to push it up to 10 feet away. If it collides with a wall, object, or another creature, it takes bludgeoning damage equal to one roll of your Martial Arts die.
Unyielding Balance. You have advantage on ability checks and saving throws to resist being pushed or knocked prone.
Avalanche Rush
At 11th level, you’ve learned to channel all your strength into an unstoppable surge of motion.
Avalanche Charge.
As part of the Attack action, you can expend 2 Focus Points to move up to 20 feet in a straight line, crashing through enemy spaces. Each Large or smaller creature in your path must make a Strength saving throw against your Monk Save DC.
On a failed save, a creature takes 2 rolls of your Martial Arts die in bludgeoning damage and is knocked prone. On a successful save, it takes half damage and remains standing.
You must end this movement in an unoccupied space.
Mighty Frame.
You count as one size larger when determining the creatures you can grapple or shove, and your carrying capacity is doubled.
Level 17: Avatar of the Mountain
At 17th level, you embody the immovable spirit of the mountain. Even the mightiest forces break against your stance.
Unbreakable Form.
While you are conscious, you cannot be pushed, knocked prone, or moved against your will.
You can also use your Strength modifier instead of Dexterity when making Dexterity saving throws.
Seismic Stomp.
As an Action, you can expend 3 Focus Points to slam your heel into the ground, unleashing a thunderous shockwave of force.
Each Large or smaller creature of your choice within 15 feet must make a Strength saving throw against your Monk Save DC.
On a failed save, a creature takes 4d10 + your Strength modifier bludgeoning damage and is knocked prone. On a success, it takes half damage and remains standing.
The shockwave also reverberates outward, sending up debris and disrupting footing beyond your immediate ring. Until the start of your next turn, any creature that enters or starts its turn within 15 feet of you must make a Dexterity saving throw or have its movement speed halved until the end of that turn.
Once you use this feature, you can’t use it again until you finish a short or long rest, unless you spend an additional 3 Focus Points to use it again.







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