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<blockquote data-quote="Guest 6801328" data-source="post: 8159107"><p>The Crusher feat in Tasha's (which seems perfect for monks, except that the +1 ASI is only for Str or Con) got me thinking about Strength monks. The three Monk abilities (unless I'm missing some) that depend on Dexterity are:</p><ul> <li data-xf-list-type="ul">Unarmored <s>Movement</s> Defense</li> <li data-xf-list-type="ul">Deflect Missiles</li> <li data-xf-list-type="ul">Evasion</li> </ul><p></p><p>Of those, Unarmored <s>Movement</s> Defense is the most critical. (Deflect Missiles and Evasion still have plenty of benefit for lower Dex.)</p><p></p><p>So I tried to come up with a flavorful defensive ability that was more creative than just swapping Str for Dex.</p><p></p><p><span style="font-size: 18px"><strong>Way of the Mountain</strong></span></p><p></p><p><strong>Skin of Stone</strong></p><p>Starting at 3rd level, your rigorous training toughens your flesh to withstand blows. Bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by your Strength modifier (min 1).</p><p></p><p><strong>(Need a Name)</strong></p><p>Also at 3rd level, when calculating the DC for saving throws against your abilities, you may use Strength instead of Wisdom.</p><p></p><p><strong>Rockfall</strong></p><p>Your strikes land with the force of falling boulders. Starting at 6th level, when you use your Stunning Strike ability on a critical hit, the target makes its saving throw with disadvantage.</p><p></p><p><strong>Roots of the Mountain</strong></p><p>Beginning at 11th level, when you make a Strength ability check contested by another creature, or make a Strength saving throw to avoid being moved against your will or knocked prone, you have advantage on the roll.</p><p></p><p><strong>Avalanche</strong></p><p>At 17th level you can shake the earth with your mighty leaps. When you use your Step of the Wind ability you may spend an additional number of Ki points, up to your Strength modifier (min 1). During that turn, you can use your action to jump at least 10’, creating a shock wave when you land that affects all creatures within a radius of 5’ per additional Ki point spent. Affected creatures must succeed at a Strength saving throw, or be knocked prone and take 1d6 force damage per Ki point spent. Those who save take half damage and are not knocked prone.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 8159107"] The Crusher feat in Tasha's (which seems perfect for monks, except that the +1 ASI is only for Str or Con) got me thinking about Strength monks. The three Monk abilities (unless I'm missing some) that depend on Dexterity are: [LIST] [*]Unarmored [S]Movement[/S] Defense [*]Deflect Missiles [*]Evasion [/LIST] Of those, Unarmored [S]Movement[/S] Defense is the most critical. (Deflect Missiles and Evasion still have plenty of benefit for lower Dex.) So I tried to come up with a flavorful defensive ability that was more creative than just swapping Str for Dex. [SIZE=5][B]Way of the Mountain[/B][/SIZE] [B]Skin of Stone[/B] Starting at 3rd level, your rigorous training toughens your flesh to withstand blows. Bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by your Strength modifier (min 1). [B](Need a Name)[/B] Also at 3rd level, when calculating the DC for saving throws against your abilities, you may use Strength instead of Wisdom. [B]Rockfall[/B] Your strikes land with the force of falling boulders. Starting at 6th level, when you use your Stunning Strike ability on a critical hit, the target makes its saving throw with disadvantage. [B]Roots of the Mountain[/B] Beginning at 11th level, when you make a Strength ability check contested by another creature, or make a Strength saving throw to avoid being moved against your will or knocked prone, you have advantage on the roll. [B]Avalanche[/B] At 17th level you can shake the earth with your mighty leaps. When you use your Step of the Wind ability you may spend an additional number of Ki points, up to your Strength modifier (min 1). During that turn, you can use your action to jump at least 10’, creating a shock wave when you land that affects all creatures within a radius of 5’ per additional Ki point spent. Affected creatures must succeed at a Strength saving throw, or be knocked prone and take 1d6 force damage per Ki point spent. Those who save take half damage and are not knocked prone. [/QUOTE]
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