Monk
Base Class: Monk

Monks who follow the Way of the Stone Heart learn, using the very earth as an example, to become fortified bastions in their fighting. This training teaches them to connect to mineral and stone, granting them earth-shaping abilities later in their discipline.

Level 3: Body of the Earth

When you choose this monastic discipline at 3rd level you gain the ability to bolster your body through your martial arts forms. When you take the Attack action, you can expend a ki point to increase your Hit Points and your Hit Point Maximum by an amount equal too your Wisdom modifier times your Proficiency bonus for 10 minutes. You cannot stack the effects of this ability.

Level 3: Solid Stance

At level 3 your structured fighting style gives you advantage on ability checks and saving throws to avoid being Grappled or knocked Prone.

Level 6: Fortifying Response

Starting at level 6, your physical toughness is able to be enhanced through reactive counters to attacks. When a creature damages you in any way, you can expend a ki point to make a reaction before you take that damage. You can use this reaction to make a melee attack against the creature if they are within range. Whether or not you hit them, you gain resistance to the damage type you are hit by until the end of the creatures next turn. 

Level 11: Movement Through Solid Stone

At 11th level, your connection to the earth and stone allow you to travel through it as you would air. Whenever you move on your turn, you can expend 2 ki points to give yourself a burrow speed equal to your walking speed. With this burrowing speed, you are able to travel through solid stone, but not wood or metal. If you end your turn underground or within stone you will take 2d10 Bludgeoning damage and must succeed on a DC 15 Constitution save or become Immobilized until the end of your next turn.

Level 17: Bond To The Ground Beneath

At 17th level, you can use your martial arts stances to alter the earth beneath you to attack your enemies. When you take the Attack action on your turn, you can replace one of these attacks with one of the following features. You may only use one of these features per turn. 

Shifting Tremors- Expend a a number of ki points equal to each 10 feet you choose to effect (up to 30 ft). Creatures on the ground within range of you must succeed on a Strength saving throw or be knocked Prone. Creatures already Prone will instead take 2d10 Bludgeoning damage. 

Strike of the Mountain King- Expend a ki point and choose a 10ft square within 30ft of you to cause to explode with striking force. Grounded creatures in that area must succeed on a Dexterity saving throw or be thrown 10ft in the air and take 2d10+ STR or DEX bludgeoning damage. The area you choose will become a 10ft tall block of stone. 

Petrifying Blow- Expend 2 ki points and choose a creature within Melee range of you. The target must succeed on a Constitution saving throw or become Petrified. The creature can make the save again at the start of each of their turns (excluding the first) to come out of Petrification.

Skin to Stone- Expend 2 ki points and make an Unarmed strike against yourself. On a successful hit, take full damage from the attack, but turn your flesh as strong as stone. Until the end of your next turn, you gain resistance to Acid, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Psychic, and Thunder damage.

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