Way of the Monolith

Those who take up the Way of the Monolith are often not your typical monk, but rather coming from a background of great size and strength. This tradition has a very different, though equally power, take on making their body into a weapon. Their communities focus on being nimble and swift, but having great size for its great benefit: It often makes them incredibly tough: Absorbing rather than dodging, attacking with their full body, and packing force behind every blow.

Immense Size At 3rd level, you use your Constitution modifier instead of your Dexterity modifier to calculate your Unarmored Defense. Whenever you gain a level in this class, you add an additional half of your Constitution modifier to your total hit points, rounding down. Lastly, your weight increases by 3d4 * 10 lbs. However, you lose Unarmored Speed. Your Unarmored Speed value instead acts as temporary hit points that regenerate every long rest.

Body Block At 3rd level, when you use your Patient Defense feature, you may use your reaction to become the target of an attack that targets a friendly creature within 5 feet of you. If the attack hits, you may reduce the damage by your constitution modifier.

Standing Mountain Beginning at 6th level, you add your Constitution modifier to any roll against being knocked prone and grappled. When a grapple misses against you, the enemy's remaining movement speed is halved and you may make an attack against them as a reaction. In addition, you are treated as one size larger for the purposes of grappling and shoving.

Hefty Strikes At 11th level, you gain three new attacks, all of which cost of 3 Ki and all of your movement speed for that turn and your next, and use your Ki save DC. Body Slam: You throw your body at a target within 10 feet. On a failed save, it deals 2d10 + your Constitution modifier + 1/6 of your weight, rounded down, in bludgeoning damage, and the target is knocked prone. On a successful save, damage is halved, and the target is not knocked prone. Weighted Blow: Putting all of your weight into a mighty punch, you gain advantage on this attack. On a failed save, it deals 1d10 + your Constitution modifier + 1/8 of your weight, rounded down, in bludgeoning damage, and the target is knocked prone. On a successful save, damage is halved, and the target is not knocked prone. Leaping Strike: Hoisting yourself down and leaping onto a target within 10 feet, you use your great weight as a deadly weapon. On a failed save, it deals 1/4 of your weight, rounded down, in bludgeoning damage, but deals a third of that damage to yourself, and the target is knocked prone. On a successful save, damage is halved, and the target is not knocked prone. You are knocked prone for one turn after performing this attack, hit or miss.