Muscle Armor, Advanced Martial Arts and more. A set of variant feature for Strength Monk.

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Variant features for Strength Monk

Muscle Armor

1st-level monk feature (replaces Unarmored Defense)

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

Charge of the Wind

2nd-level monk feature (replaces Step of the Wind)

As a bonus action, you can spend 1 ki point to gain a flying speed equals to your walking speed and you become immune to fall damage.

If you move at least 15 feet in a straight line immediately before taking the Attack action, you gain a +5 bonus to your next strength based damage roll or ability check.

Theses benefits last until the end of your turn and you fall if nothing else is holding you aloft.

Counter Blow

3rd-level monk feature (replaces Deflect Missiles)

Starting at 3rd level, when a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack.

As part of the same reaction, you can spend a ki point to move in melee range and make an unarmed strike against the creature.

Meteoric Fall

4th-level monk feature (replaces Slow Fall)

Beginning at 4th level, you can spend 1 ki point as a reaction when you fall.

Every creature within 5 feet of your point of landing must make a Dexterity saving throw against your Strength (Athletic) ability check

On a failure, they take bludgeoning damage equals to 1d6 for every 10 ft. you fall.

Advanced Martial Arts

5th-level monk feature (replaces Stunning Strike)

Starting at 5th level, when you hit a creature with your unarmed strike during your bonus action or reaction, you can either take the Grapple, Shove or Disarm action immediately after the attack.

Gouken's artwork for Super Street Fighter 4, Capcom

 

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