Base Class: Monk
Monastic Tradition
When the dungeon restored your life, it taught you about monsters.
The spider knows how to cling to impossible surfaces. The basilisk understands the power of a gaze. The phase spider slips between worlds. The troll endures wounds that would kill lesser creatures.
Most adventurers see only monsters. You see techniques.
As the dungeon grows and incorporates new creatures into its ecosystem, you learn to emulate their abilities through discipline, ki, and relentless training. Over time, your fighting style becomes a strange collection of techniques stolen from beasts, aberrations, undead, and horrors that no mortal monastery would ever teach.
You are not becoming a monster. You are becoming a master of monsters.
Whenever a new creature is incorporated into the dungeon ecosystem, the DM may create or grant an appropriate Monster Technique.*
Level 3: Monster Techniques
You learn to channel ki in ways inspired by the creatures that dwell within your dungeon.
You know two Monster Techniques of your choice. You learn one additional Monster Technique at levels 6, 11, and 17.
Whenever you finish a Long Rest, you may prepare a number of Monster Techniques equal to your Wisdom modifier (minimum 2). You may switch between prepared techniques by spending 1 Focus Point as a Bonus Action.
Unless otherwise stated, activating a Monster Technique requires a Bonus Action and lasts for 1 minute.
The Dungeon Master determines which techniques become available as new creatures are incorporated into the dungeon ecosystem.
Starting Techniques: Spider Climb, Predator's Leap, Chitinous Guard, Keen Senses, Venom Strike, Ooze Form
Chitinous Guard
You gain a +2 bonus to Armor Class.
Keen Senses
You gain Advantage on Perception checks and cannot be surprised.
Ooze Form
You gain Advantage on checks and saving throws made to escape Grappled or Restrained conditions.
Predator's Leap
Your jump distance is tripled and opportunity attacks against you are made with Disadvantage.
Spider Climb
You gain a Climb Speed equal to your Speed and may move along walls and ceilings.
Venom Strike
Once on each of your turns when you hit with an Unarmed Strike, you deal an additional Martial Arts die of Poison damage.
Level 6: Greater Monster Techniques
Your understanding of dungeon creatures deepens. You may maintain two Monster Techniques simultaneously. In addition, you learn techniques inspired by stronger creatures: Phase Step, Regenerative Flesh, Basilisk Glare, Web Walker
Basilisk Glare
When a creature starts its turn within 10 feet of you, you may spend 1 Focus Point. The creature must succeed on a Constitution saving throw or have its Speed reduced to 0 until the start of its next turn.
Phase Step
Spend 1 Focus Point. Until the end of your turn, you may move through creatures and objects as though they were difficult terrain.
Regenerative Flesh
Bonus Action. Spend 1 Focus Point. For 1 minute: at the start of each of your turns, regain Hit Points equal to your Wisdom modifier (minimum 1).
This effect ends early if: you become Incapacitated, you are reduced to 0 Hit Points.
Web Walker
You ignore difficult terrain and cannot be restrained by nonmagical webs.
Level 11: Master of Monstrous Forms
You may maintain three Monster Techniques simultaneously.
Whenever you roll Initiative, you may immediately activate one prepared Monster Technique without spending Focus Points.
In addition, choose one of the following advanced techniques: Umber Hulk Confusion, Manticore Barrage, Displacer Movement
Displacer Movement
Attacks against you are made with Disadvantage until the start of your next turn.
Manticore Barrage
Spend 2 Focus Points. As an Action, make three ranged attacks using sharpened ki projectiles. Range 60 feet. Each hit deals Martial Arts die + Dexterity modifier piercing damage.
Umber Hulk Confusion
Spend 2 Focus Points. As an Action, creatures of your choice within 15 feet must make a Wisdom saving throw. On a failure, they have Disadvantage on attack rolls until the start of your next turn.
Level 17: Apex Predator
You have mastered the greatest secrets of the dungeon's creatures. You may maintain four Monster Techniques simultaneously.
As a Bonus Action, spend 3 Focus Points to enter an Apex State for 1 minute. For the duration:
- Your Speed increases by 20 feet.
- You gain a Climb Speed equal to your Speed.
- You gain Blindsight 30 feet.
- You gain Resistance to Bludgeoning, Piercing, and Slashing damage.
- Once on each of your turns, one Unarmed Strike deals additional damage equal to two Martial Arts dice.
In addition, choose one Apex Technique: Dragon's, Beholder's, Tyrant's Charge
Beholder's Eye
Spend 3 Focus Points.
Choose a creature within 60 feet.
The creature must succeed on a Wisdom saving throw or become Frightened until the end of your next turn.
Dragon's Breath
Spend 3 Focus Points.
Exhale destructive energy in a 30-foot cone.
Creatures make a Dexterity saving throw.
Damage equals 6 Martial Arts dice.
Choose Acid, Cold, Fire, Lightning, or Poison when using this ability.
Tyrant's Charge
Move up to your Speed without provoking opportunity attacks.
Each creature whose space you move adjacent to takes force damage equal to your Martial Arts die.
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Posted Jun 11, 2026I created this subclass, and many others, for a campaign in which a Dungeon core raises the PC's and makes them its tools. All of these classes are heavily dungeon themed, are a bit overpowered compared to the standard subclasses, and very campaign specific, but if you like this class, please feel free take and do your thing with it.