Base Class: Monk
Monks of the Way of Gentle Art learn to manipulate their opponent's limbs and knock them off balance, throwing them into the floor with massive force while not needing to rely on their strength. Their power is in technique and harnessing their Ki to enhance their reaction speed, and the accuracy of their superior technique. Those who follow this path show that not always the size matters, as they can wrestle with creatures larger than them and even face weapon wielders without much of a problem.
The Gentle Arts
Beginning at 3rd level when choosing this tradition, you learn to apply technique rather than strength to wrestle, Flowing like water, you are harder to take down and you take down more easily as the gentle art proves to be matching brute strength.
You use your Dexterity(Acrobatics) instead of Strength(Athletics) for all checks and saving throw for grappling or avoid being grappled.
Additionally you count as one size larger for the purpose of grappling checks and saving throws.
The Bigger They Are
Your technique allows you to throw any opponent who gets within your grasp to the ground. They soon learn that the bigger they are, the harder they fall.
You can attempt to throw a creature you grapple. It must make a Strength saving throw Against your Ki save DC or be thrown, leaving the creature prone and it takes bludgeoning damage in your martial arts dice according to it's size like in the throw table shown.
Additionally you can spend one Ki point to attempt a power throw, dealing twice the damage (rolling two times the amount of dice) on a failed save.
(benefits from Ki Empowered Strikes when earned at lvl6)
Throw damage
|
Throw Damage in Martial Arts Dice |
Size |
|
1 |
Tiny |
|
1 |
Small |
|
2 |
Medium |
|
3 |
Large |
|
5 |
Huge |
|
7 |
Gargantuan |
Joint Locks
Starting at 6th level, you’ve honed your technique enough to be able to perform joint locks using your Ki, making your opponent unable to fight as you take their ability to move.
You learn those 3 joint locks that can be used on grappled creatures
Armbar: You can attempt to break a creature's elbow, It must make a Strength saving throw Against your Ki save DC. On a fail you break the arm and the target takes 4 of your martial arts dice of bludgeoning damage, and it can't use that arm until a healing spell like cure wounds is used on it to heal the arm.
Ankle Lock: You can attempt to break a creature's Ankle by hooking the foot, It must make a Strength saving throw Against your Ki save DC. On a fail you break the ankle and the target takes 5 of your martial arts dice of bludgeoning damage, and it has a disadvantage on dexterity saving throws, is prone and has it's movement speed reduced to 0 until a healing spell like cure wounds is used on it to heal the arm.
Rear Choke: you can attempt to choke a creature unconscious. you take a special action instead of your normal attack action, It must make a constitution saving throw Against your Ki save DC. On a fail the creature is unconscious for an amount of turns equal to one roll of your martial arts die
Essence of Seizing
At 11th level, Your Instincts are sharpened and you can use your technique without much thinking. you can use them far more fluidly and even reactively
Throwing a creature now can be performed in the same action as the grapple. Additionally when a creature misses you with a melee attack, you can attempt to use a throw them. You can choose to spend one Ki point to disarm the target in the process, leaving you holding their weapon if you choose to.
Grasp Beyond Material
Upon reaching 17th level, you’ve gained true expertise in your art. you can execute joint locks and throws one after another in a quick succession and you learned how to face creatures too large to grapple using your by using your Ki to manipulate their limbs using your focus.
After a power throw you can use a joint lock without spending extra Ki. All your grappling attempts allow you to add twice your proficiency bonus for all checks and saving throws related to grappling. and if you touch a creature you can spend 2 ki points to attempt a joint lock or throw it even if it's normally too big for you to grapple.
Previous Versions
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1/8/2022 10:39:25 AM
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Coming Soon
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