The other abilities are pretty self explanatory. The capstone ability is recycled from the Monk of the Mountain by Hipsterbird.

The "Strength as an armor requirement" is a bit complex but is genius in that it solves both these problems. By adding a bit of lore/flavor we can give a reason that a lower level monk would own one of these sets of armor- and they get the ability to create their own right before they have reason to, the 4th level ASI. Using strength as the requirement to wear an armor allows AC to scale with strength while preserving verisimilitude.

This monk is one of two strength monks, and the only one that has a solution to the 3rd level problem: that if you go strength monk you're more like a worse version of a fighter until level three when you can get a fix for your AC. The most common version of a strength monk would be to allow strength in the AC calculation, which I'm not happy with because to me there is no reason why strength would help you avoid things like eldritch blasts or arrows. It also doesn't solve the 3rd level problem.

Here is a list of WIP titles for the monk subclasses to come, as well as general design notes. Feel free to tell me if one in particular interests you and I can bump it up the release schedule. Most monks will require some polish before I'll show them off but I should be able to accommodate requests.

Hey guys, here's whats up. I will be releasing a bunch of monks, usually about once per day. Most of them are already mostly done, but I want some feedback on them before I make them into a compendium. Depending on feedback/popularity I'll work on polishing and reworking the best ones and wrapping them up with nice art into a compendium.

Way of the Earthen Anchor

Way of the Earthen Anchor monks are strong and wise - but stubborn. They model their strength after their connection with the earth, which they find sacred. A monk of this path deliberates before making their stand, but they are unparalleled in holding the line. Despite their stoicism, their connection with the earthen wellspring grants them incredible empathy, and they have been known to uproot themselves in times of dire need and sacrifice themselves for the greater good.

Dug in

At third level, you can dig your feet into the ground - granting unparalleled stability. For a bonus action you can enter a stance during which you gain the following benefits:

Your speed is equal to the bonus from your unarmed movement and you are immune to forced movement.

Your unarmed strikes have the Seige property.

Before you make an unarmed strike, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add a bonus to the attack’s damage equal to double your proficiency bonus.

Atlernate rule This subclass is meant to be played with strength as your primary stat. However, if you're playing a campaign that starts at second level or lower, you will find that your AC is significantly lower than it should be without a set of Runic Armor. If you're DM allows it, you can gain access to an inherinted set of Runic armor before you learn how to make your own.

Runic armor

At third level, you can utalize your monk training to use a special armor made from ki-projected and enhanced stone. Those who wear this armor can still benefit from monk features such as Martial Arts, as the armor interfaces with Ki. You can fashion this armor with an hour of meditation and light activity as long as you have access to stone. Its worthless otherwise as it is customary to gift these armors for free to newly adventurering monk.

You can create a set of Runic Armor, that has an AC of up to 20. However, you only benefit from Runic armor if you are a monk and the AC of the armor is equal to 10 + your strength modifier + your Wisdom modifier. Any more and that armor is either to heavy for you to use, or you don't have the skill to interface with its runic Ki.

Great Wall

At level 6 your attunement to the ground improves. You gain tremorsense to a distance equal to your unarmed movement bonus. You can create a temporary wall 5 feet long and 5 feet wide as a reaction to be attacked. The triggering attack hits the wall, and if a target is in the wall's space, it is pushed backwards towards the nearest unoccupied space. The wall has twice your monk level in hitpoints, and an AC of 15. You must finish a Short or Long Rest before you can use this feature again.

Sculpter

Once you reach 11th level, even closer connection with the earth have allowed you to feel the great surrounding. You may spend 10 minute to meditate which allows you to enter a trance - you have tresmorsense out to 2000 feet and you may cast the move earth spell while mediating without material cost. You cannot see, are prone, and meditation ends if you move or attack. Once you have used this feature you must spend a long rest before you can use it again.

Martyr's Tomb

At 17th level, you can mitigate the harm done to your allies. If you are subject to an area of effect that requires a dexterity saving throw, such as a dragon's breath or a fireball spell, and you are within 30ft of the origin point, you can use your reaction and spend 3 ki points. If you do, you immediately move to the origin point of the effect and become the only target of the area effect. You make the saving throw with disadvantage, and fall prone.