Base Class: Monk
An ancient martial for from the clans far to the north. Strike and lock your opponent, control them, win the battle.
Laustok
For the purpose of calculating your armor class, you may use your strength modifier instead of dexterity when using the Unarmored Defense feature.
Hand on the Neck
At 3rd level, you gain the following features:
-Creatures you are grappling have disadvantage on all attack rolls. •
-When you successfully grapple a creature, or when that creature escapes your grapple, you can spend 1 Ki Point to deal damage equal to your Martial Art Die + your Strength or Dexterity modifier
Destructive Throw
Starting at 6th level, as an action, you spend 1 Ki Point to use whatever you have in your hand, not anchored to the ground, as a projectile. The object (or creature) must be Large or smaller. This is an improvised simple thrown weapon with a range of 10/30 ft. that deals damage equal to Martial Arts Die + your Strength or Dexterity modifier on impact. If the hurled object is a creature, it takes the same amount of damage, regardless if that attack hits or miss.
Grip of Iron
Starting at 11th level, if you are about to lose a contested grappling check (that is, any ability check used for entering or escaping grapples and such), you can spend 2 Ki Points to strengthen your grip. You take bludgeoning damage equal to your level + the difference between your check and your opponent’s check, but you automatically win the check. This damage cannot be prevented by any means, as you deliberately open your guard to ensure your hold on the target.
Flash of Victory
Starting at 17th level, if you are within reach of an enemy at the start of the round, you can spend 4 Ki Points to make a grapple attempt with advantage on the roll. This check happens before the normal initiative count and you are still entitled to your normal turn. You can use Destructive Throw as a bonus action
Comments