Base Class: Monk
More ostentatious than other traditions, they don't generally have traditional Monasteries, opting for small camps where they train with a master and few select other students. Most masters extol glory through combat and coin through fame. Bone Breaker monks can, within cities and high populace places, regularly be seen in gladiatorial pits, employed as bouncers and body guards. In more remote or rural areas they are generally seen traveling the country side putting down rebellions or fending off monster attacks . In Cities less principled camps may engage in fight fixing, or act as hired muscle for criminal syndicates, in more rural areas they may fall into banditry, or mercenary work with questionable morality.
Devastating Combo
Tapping into your well of Ki, you can, in quick succession, twist, yank and break your targets body leaving them bent and broken.
As a bonus action you may spend 6 Ki points to apply the Torsion, Break and Crunch effects to a grappled target. Additionally you deal bludgeoning damage to the creature equal to 3 rolls of your martial arts dice for each effect applied. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This feature can be used once per short or long rest.
Bone Breaker Technique
Crippling Consequence
If a creature is freed from your grapple you may spend 1 ki point as an action or reaction and deal damage to it equal to 2 rolls of your martial arts die (this increases to 3 rolls at 6th level and 4 rolls at 11th) and apply one of the following effects. This damage is magical for the purposes of overcoming resistance and immunities.
-Torsion: Movement Speed is reduced by half. This penalty is removed if the creature suffering from this is healed for 1 or more Hit Points.
-Break: Disadvantage on Attack rolls. This penalty is removed if the creature suffering from this is healed for 1 or more Hit Points.
-Crunch: Disadvantage on Saving Throws and ability checks for 1 round.
Martial Grappling
Martial Grappling
You become proficient at grappling. You may use your Dexterity modifier to make Grapple checks instead of Strength (Athletics). Additionally you have advantage on attacks agaist a creature you are grappling.
Shoot In
Shoot in
You may spend 1 Ki point to impose disadvantage against creatures who attempts a saving throw against your grapple attempt. If your grapple attempt succeeds this ki point is refunded. If your grapple attempt fails, you are left prone.
Living Shield
Starting at 6th level if an attack with a ranged weapon would hit you, you can, as a reaction, redirect that damage to a creature you are grappling.
To do so you may make a Dexterity Check (DC = the attack roll plus modifiers), if successful the grappled creature will incur the damage of the attack instead of you. You may spend 1 ki point to give yourself advantage on this Dexterity check, this must be done before the dexterity check is rolled.
At 11th Level you may also use this feature against Spell attacks that hit you as well as Ranged Weapon Attacks.
Full Mount
Beginning at 11th level you have the ability to use your superior knowledge of grappling to attempt to pin an opponent in the full mount position. Leveraging your weight and body placement to give you the utmost advantage against your opponent while minimizing their ability to retaliate.
You can try and pin a creature grappled by you. To do so, make another grapple check, if you succeed the creature is restrained for as long as you continue to grapple the creature.
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