Monk
Base Class: Monk

Some monastic traditions preach the virtues of self control and finesse in all actions. The Way of the Titan's Wrath is not one of those. This is an order that teaches to channel inner rage and raw bodily strength into devastating and earth-shaking blows.

Strength of the Mountain

When you take this subclass at 3rd level your specialized strength training gives you unique martial arts features.

  • You may now calculate your Unarmored Defense AC using the highest two ability scores of Strength, Dexterity, or Wisdom + 10. You may also use Strength in place of Dexterity when using the Deflect Missile class feature and for calculating your Ki Saving Throw.

  • If you did not have the feature already due to your race, you gain the Powerful Build trait (You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift). If you already had the Powerful Build trait, you can add half of your Proficiency Bonus (PB) rounded up to your Strength when determining the weight you can push, drag, or lift.

  • You gain proficiency with Improvised Weapons and consider any Improvised Weapon to also be a Monk Weapon, even if the weapon would have the Heavy or Two-Handed weapon trait.

Rending Might

When making a Strength based attack against an inanimate object (including objects held or worn by other creatures) you may add half your total class level to your attack roll and the object is treated as having vulnerability to bludgeoning, piercing, and slashing damage for your attack.

Additionally, when making a Strength based weapon attack using an improvised weapon you may spend a Ki point to add the weapon's weight divided by 10 (minimum of +1) to the attack's damage roll. If the improvised weapon's attack roll would meet or surpass the weapon's own AC it takes damage equal to half the total damage as well.

Quaking Blow

As an Action you may spend any number of Ki points (minimum of 1) and make an unarmed attack against a target within your reach. They take damage from your unarmed attack as normal and additionally must make a Strength Saving Throw. On a failure, the blow sends them flying 10 ft x the number of Ki points spent in the direction of your choosing and lands prone, or half that distance (but still landing prone) on a successful save.

If this would launch the target upwards into the air, they take falling damage on landing as normal. If the target collides with an object or another creature mid-flight they take 1d6 bludgeoning damage for each 10 ft interval they did not travel (e.g. if they were to fly 40 ft and hit a wall 10 ft in they would take 3d6 damage). If the distance is not an even 10 ft increment, round the distance up to the next interval. If the object they collide with is another creature, the creature must make a Dexterity saving throw at advantage. On a failed save they take half the damage the initial target took and are knocked prone as well, on a successful save they take no damage, but must use their Reaction to immediately move to an adjacent space out of the way of the flight path.

Crushing Grasp

   As you reach eleventh level your strength becomes an insurmountable force to those you hold in your grip. So long as you are unarmed you have advantage on Strength (Athletics) checks made to initiate and and maintain a Grapple. When you have successfully Grappled a target, they are subjected to the Restrained Condition instead of the Grappled condition. The rules for breaking the Grappled condition (escape via contested Athletics or Acrobatics roll, incapacitating the Grappler, or removing the Grappled from the Grappler's reach) all still apply to this instance of the Restrained condition.

   Additionally when you have successfully Restrained a target in your Grapple you can spend 3 Ki points to force the Restrained target to make a Wisdom saving throw against your Ki save DC. If they fail the Restrained condition is changed to the Paralyzed condition. This new condition ends when you release a target from the Grapple, or when they successfully make the Wisdom saving throw, which they may re-attempt at the end of each of their turns. If they succeed on the saving throw they remain Restrained instead. Inflicting the Paralyzed condition with this subclass feature can only be attempted once per turn.

Stride of the Land Shaper

At 17th level a Titan's Wrath monk can unlock the deepest restraints of their body to push their strength even further beyond for a short time. By spending 5 ki points and a bonus action to warm up you gain the following benefits for 1 minute:

  • Your Strength modifier is doubled for all Strength based ability checks.

  • Your Strength score is added to your unarmored movement speed. This additional distance is generated from forceful lunges rather than consistent speed, as a result it can only be used to travel in straight lines. If this additional movement would intersect with another creature you may make an unarmed attack against them as a bonus action. If the attack hits you may choose to knock the target back the remaining additional distance away from you or to pass through their occupied space without provoking an attack of opportunity.

  • When you land from a jump the ground within 10 feet of your landing point becomes difficult terrain. Each creature in the difficult terrain when it is formed that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. By spending any number of additional ki points (minimum of 1) you can expand the cracks you create into a fully formed fissure in the earth. A fissure created in this way  is the number of ki points spent x 10 feet deep, 10 feet wide, and the number of ki points spent x 10 feet long. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

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