Base Class: Monk
You have studied your ways to grab and push around a creature to benefit yourself in combat allowing you to fluently take hold in combat and help evade attack.
Grappler
At 3rd level you gain proficiency in either Sleight of Hand or Athletics, double proficiency if you are already proficient. Additionally if you make a grapple attempt you can use Sleight of Hand instead of athletics due to your nimble movement to hold a creature still rather then raw strength.
You also gain the ability to grapple instead of making an unarmed strike.
Man Handling
At 3rd level you learn to obstruct and beat a person while pushing them around allowing you to at the start of a creatures turn deal damage to a creature equal to your Martial Arts Die and as long as they are grappled by you you make it so they are unable to make any actions involving their hands, you gain advantage to hit them, they gain disadvantage to attack other creatures and finally they gain Disadvantage on Dexterity saving throw. To keep the benefits of this feature up however you must waste an attack to do so treating it as if you had made an unarmed strike for use of other features.
Striking Hold
At 6th level you have learnt to strike with precision and strike at lethal points allowing you to use Stunning Strike and Focused Aim alongside a grapple check and whenever you use Man Handling. Additionally damage from Man Handling is affect by Ki-Empowered Strikes.
Ridiculous Holds
At 11th level you have learnt to Handle creatures larger than yourself allowing you to grapple creatures up to Huge and Gargantuan at 17th level. It also allows you to grapple creatures that might be immune to grappling for some reason.
Crushing Hold
At 17th level you have gained the amazing ability to Crush opponents you grapple dealing an additional dice of damage for Man Handling and on your turn you can choose to use an Action spending 5 Ki Points forcing a Strength Save against your Ki Save DC with an additional bonus of proficiency if you have Expertise in Athletics which on a failure deals 10 sets of martial arts die and paralyzing them but on a success they take half damage and are not afflicted with the condition. You may spend an additional 1 Ki Point to gain an additional dice of damage per Ki Point.
You ignore immunities to Paralyzed Condition.
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