Monk
Base Class: Monk

Monks who follow the Way of the Judoka become very proficient and technical grapplers who specialize in throwing their opponents around the battlefield.  A skilled Judoka can even weaponize their own enemies, throwing one foe into another to maximize battlefield control and proficiency.  Masters become truly deadly in their art, learning how to land their enemies on the ground in just such a way as to break bones or even shatter the spine.

Martial Arts Grappling

When you choose this tradition at 3rd level, you become a technical grappler that focuses on using technique and leverage over brute strength.  From now on DEX, rather than STR, is your primary stat for making grappling checks, and you add your martial arts die to your grappling check. You may also spend 1 Ki per size level above your own to ignore the size difference between you and a creature you are grappling for a single grappling check.

Hip Throw

When you choose this tradition at 3rd level, you gain the ability to grab and throw an enemy prone in a single action.  Upon a successful grappling check you may grapple a target creature within 5 feet of you and throw that creature 5 feet in any direction.  Creatures thrown in this way fall prone. You may also choose to grapple and throw a creature as two separate actions.  If you throw one creature into another, then the second creature must succeed on a DEX or STR save or fall prone

If you are grappled by another creature you may use Hip Throw as a counter, provided that you are still standing on the ground.  Do this by performing a contested grappling check each turn that you are grappled until you successfully throw your opponent prone.

You must not be holding anything in either hand to perform this technique.

Shoulder Throw

At 6th level, when a creature rolls under your AC with a melee attack roll, you can spend 1 ki point as a reaction to grab the limb used to attack you and throw the attacker prone. The creature's failed attack role constitutes a failed grapple check for the purpose of this throw. Creatures thrown this way are thrown a distance of 5 feet in any direction. If there is another creature within 5 feet of you, you may throw your attacker into them.  This secondary enemy must make a successful DEX or STR saving throw or be knocked prone themselves.

You cannot be holding anything in your hands in order to perform this move.

Long Throw

At level 11, you can now throw a grappled creature up to 15 feet instead of 5 feet using either Hip Throw or Shoulder Throw.

Head Drop

At 17th level you gain the ability to throw your enemies with such precision that you can control how they land.  When you perform Hip Throw or Shoulder Throw you can spend 5 ki to focus how your thrown enemy moves through the air and have the thrown creature land on their head.  Creatures landing this way must make a CON saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 damage and is rendered unconscious for 1 minute, and when it wakes up it is stunned for 3 rounds due to having a concussion from the landing.

Previous Versions

Name Date Modified Views Adds Version Actions
2/15/2022 11:21:41 PM
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2/17/2022 3:10:30 AM
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