Base Class: Monk
Starting when you choose this tradition at 3rd level, against any opponent that is one size Larger than you and smaller, instead of your Flurry of Blows you can use a ki point to instead perform a Standing Signature Move or you can instead grapple your opponent and on a successful grapple, you can then do a Grappling Signature Move.
Signature Move Techniques
At 3rd level you have access to 2 Signature Moves, and you gain an additional move at 6, 11, and 17. You can change what moves you use when you level up in this class.
Grappling Signature Move - Arm Lock
After a successful grapple, you manipulate your opponents body to lock them down, they are considered prone and restrained and take your unarmed attack damage. On a successful grapple escape, they are not prone or restrained, and take half damage. They can repeat the grapple escape any time they take damage and at the beginning of their turn.
Grappling Signature Move - Body Slam
You grapple your opponent and then slam them into the ground or another surface, the slam does the same damage as your unarmed attack, and they are slammed prone. On a successful save then they take half damage, and are not prone.
Grappling Signature Move - Stunner
You slam your opponents head in a devastating Stunner. Perform a melee attack, on a successful hit the attack does the same damage as your unarmed attack, + 1d6 of bludgeoning damage. (this increases by 1d6 at level 6, 11, and 17th)
Grappling Signature Move - Suplex
After a successful grapple you can spend a ki point to throw your opponent in a direction you choose, doing the same damage as your unarmed attack and your opponent is thrown 10 feet. On a successful grapple escape they only are thrown, but do not take damage.
Standing Signature Move - Clothesline
If you move more than 2 feet towards your opponent, you can slam them to the ground with a clothesline. Make a melee attack against your opponent, and on a hit, they take your unarmed attack damage, and are knocked prone.
Standing Signature Move - Ear Box
You slam both of your hands together on your opponents head, make a melee attack against your opponent, and on a hit, you do your unarmed attack damage, and your opponent loses its Reaction until the end of your next turn.
Standing Signature Move - Martial Arts Disarm
You reach out, controlling your opponent's weapon arm, doing damage and causing them to drop an object of your choice. Make a melee attack against your opponent, and on a hit, you do your unarmed attack damage, and can force your opponent to make a STR saving throw. On a failed save it drops the object that you choose. The object lands at their feet. On a successful save they do not drop the object.
Standing Signature Move - Spartan Kick
You rear back and with a roar thrust a kick out. Make a melee attack against your opponent On this attack a 19 or 20 counts as a critical, on a hit, you do your unarmed attack damage.
A Wrestler's Physique
When you choose this class at 3rd level, you have honed your body to peak conditions, and due to your knowledge of different techniques you can use either Acrobatics or Athletics to initiate a Grapple. You can also choose to use your Strength Mod for your AC calculation instead of Dex. You also have advantage for grapple checks on any creature 1 size or more smaller than you, this includes Grapple Escapes.
Acrobatic Grappling
If you already have proficiency Athletics or Acrobatics, then you can add twice your Proficiency to Grappling checks when using your Signature Move Grappling techniques, with whichever one of these that you choose as your proficiency.
Athletic Grappling
If you already have proficiency Athletics or Acrobatics, then you can add twice your Proficiency to Grappling checks when using your Signature Move Grappling techniques, with whichever one of these that you choose as your proficiency.
Special Attacks
Beginning at 6th level you are able to capitalize on downed opponents (if an opponent is prone). Spend an additional ki point after performing a Signature Move to perform a devestating Special Attack on an opponent that has been made prone.
Jumping Elbow/Knee Drop - You jump into the air and drop your elbow or knee down in a devastating blow. Make a melee attack against your downed opponent (with advantage per normal prone rules) if your attack hits, do your unarmed attack damage, plus an additional 2d6 of bludgeoning damage. (This increases by an additional 1d6 at 11th and 17th levels)
Octopus Entangle - You swarm your prone opponent and grapple them into a nasty submission technique - Make an unarmed attack, on a successful hit you do your unarmed attack damage + 1d6 of bludgeoning damage. If the target is not immune to grappling, then it is grappled. Until this grapple ends, you and the target are restrained, and all melee attacks against it have advantage as per prone and restrained rules. Your opponent may make opposed Grapple escapes at the beginning of it's turn. On a successful grapple escape they are able to break free and are no longer restrained, but must spend movement to get up per rules of being prone. (This increases by an additional 1d6 at 11th and 17th levels)
Improved Wrestling Conditioning
Starting at 11th level, when you roll initiative and have no ki points, you regain 2 ki points.
You also advance your Wrestler's physique and now gain the ability to grapple a creature up to 3 sizes larger than you and gain advantage on all grappling checks to any creature your size or smaller, this includes Grapple Escapes. You also gain Expertise for whatever Grappling skill you use.
Finishing Moves
Beginning at 17th level, when you land a Signature Grapple Moves, or one of your Signature Standing Moves, you can spend an additional 3 ki points to perform your Signature Finisher (Choose 1, they can be changed when you level up in this class.)
Powerbomb of Glory - You slam your opponent into the ground. Your opponent must make a STR saving throw, if they fail, they take your your unarmed damage + 6d8 bludgeoning damage, as their body impacts the surface you slammed them into and they are prone. On a successful save they only take half damage and are not prone.
Spear of Death - You spear into your opponents lower body and lift them up and spin them into a gruesome slam, your opponent must make a CON saving throw or take your unarmed damage + 2d6 bludgeoning damage, and are stunned and prone until the end of your next turn. On a successful save they only take half damage and are prone, but they are not stunned.
Pile Driver - You position your opponent carefully, and then drive their head into the ground, they must make a Dex saving throw, or take your unarmed damage + 4d6 Bludgeoning and are Confused for 1d6 rounds. They may make INT Saving throws at the end of each turn to recover from the Confused condition. If their saving throw is successful they only take half damage and are not Confused.
Stone Giant Stunner - You do a devastating kick to the gut and then slam your opponents chin down on your shoulder, they must make a CON saving throw, or take your unarmed damage plus 10d6 bludgeoning damage. If they succeed on their saving throw they take half damage.
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