The Way of the Jagged Path

A sweating youth barely stumbles out of the way of his master’s blunted sword, nearly tripping. Each of his last dodges has left him vulnerable. The old man beating at him is scarred extensively from head-to-toe. The kid can hear the weapon whistle through the air. This time it’s going to break a bone and he can’t get out of the way. Brimming with desperation, he slaps frantically at the blade with both hands. The stroke goes wide and a small trickle of blood drips from the new acolyte’s palms. His master grins… “Finally!”

Bloodsoaked Brawlers

Monks of The Way of the Jagged Path are indomitable warriors who control the battlefield and thrive in any brawl. They learn early to ignore the instinct to avoid harm, meeting blows with their fists instead. They’re known for tripping and grappling their opponents, and therefore make terrifying gladiators, assassins, and bodyguards. Among other orders they are affectionally known as the monks of the many arms or more succinctly as just the scarred.

Mystic Heratige

Legends tell of ancient masters perfecting their physical control, and ascending. They'd shed mundane limitations and exhibit feats hitherto thought to be reserved for the arcane.

Author Notes

This class is based upon a monk I am playing in my current campaign. I've been really enjoying his playstyle and I wanted to flesh out the character idea. However there are two specific things I want to point out that I know are contrary to 5e's design strategy.

First, this subclass doesn't use Dexterity for AC. That's kind of the whole point really. My DM allowed me to substitute my strength for my Dexterity in Unarmored Defense, and it's made for an extremely fun character focused around tripping and grappling.

Second, because this subclass changes the way you might want your stats allocated, it's important to start it at first level, so that there isn't complete shift in playstyle and tone at 3rd level.

With that out of the way, I hope you like the class! Please let me know what you think.

Version Notes



Version 1.0 - Nov 29th

Subclass Features

Early Teaching

Monks of the Jagged Path start early. The instincts required to step into a swing, instead of away, are difficult to ingrain later in life. This Monastic Tradition may be chosen at 1st Level, and cannot be chosen afterward.

Aggressive Defense

You don't dodge, you block. At first level, you gain this feature instead of Unarmored Defense. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier. Whenever an attack misses you with an attack roll of 10 or above, you take 1 damage.

Blood Red Fists of Fury

Your fist fighting focus allows you to make the most of each blow, leaving your opponents off balance, staggering away, or in your grasp.

At 3rd level, once per turn when you hit with an unarmed strike you may make a grapple or a shove action as a free action.

Stalwart Scarring

The skin around your hands and forearms is extensively scarred. At 6th level, you gain an additional 2 to your maximum hit points, per monk level, retroactively. From this point on you are recognizable as a monk of the Jagged Path by your hands and arms.

Extensive Scarring:

You are now very scarred. No one could mistake you for someone who doesn't mean business. At 11th level, you have proficiency in Intimidation.

Physical Perfection

Your fine motor control of your muscles and tendons allows you to replicate the effects of certain spells. At 11th level, you may spend 4 ki points to cast Feign Death, Stone Skin, or Haste. Spells cast this way require no material components and must target yourself. Ki points spent this way may not be recovered during a short rest.

Pinnacle of Physique

At 17th level, choose one: True Seeing, Regenerate, or Plane Shift. You may now cast your chosen spell as a free action once per hour. Spells cast this way must target only yourself and require no components or ki.