Monk
Base Class: Monk

Your opponent is wary, and has a bloodied face to go with the new knowledge that you are dangerous despite being unarmed.  He feints, but not well enough.  The thrust goes past you, and you seize upon the outstretched hand.  Twisting, shifting your weight, and using the momentum of your enemy, you hurl him through the air and into his comrade.  

They tumble to the ground in a clumsy, aching heap and lay there, helpless against the attacks from your own comrades.  

You are a Judo Master.  No one is better at putting enemies on the ground.

Judo Technique

Judo allows a practitioner to use leverage, momentum, and skilled technique to grapple and throw opponents violently to the ground or over a distance. You add your proficiency bonus to grapple, to escape a grapple and to throw. You may use Dexterity or Strength for the athletics checks pertaining to grappling and throwing.

Judo Throw

You replace the Shove special melee attack with Throw. You must have at least one free hand to throw. On a successful throw check, you forcefully toss your target prone and up to 5 feet in any direction. If landing on an unyielding surface, the thrown creature takes 1 Martial Arts die of damage. You may spend 1 ki point to throw with advantage. You may make throw attempts on attacks granted by Flurry of Blows.

Trapping

Use your enemies' blunders against them! When a creature within your reach misses a melee attack against you, you may use your reaction to attempt to throw them.

Judo Path of Mastery

You may throw creatures up to 2 size categories larger than yourself. You add your Wisdom modifier to throw rolls.

At 17th level you can put an opponent off balance before they know what's happening. You add twice your proficiency bonus to throw rolls.

Punishing Throw

Thown creatures fly through the air up to 10 feet and land with a crunch. Throws now do 1 Martial Arts die plus throwing ability modifier of damage. An opponent can be thrown into another creature, stopping their flight. The impacted creature takes 1/2 damage and is also knocked prone on a failed Athletics or Acrobatics check, with a DC equal to the throw roll.

At 11th level you can throw creatures up to 15 feet. You may spend 1 ki point to increase the damage done by 1 Martial Arts die.

Ura-Nage Suplex

In an Ura-Nage, the Judoka lifts his opponent into the air and slams them down onto their head or neck. The target creature must have a head or head-like appendage as part of their anatomy for this technique to succeed.

On a successful throw attempt you may spend 2 ki points to perform an Ura-Nage suplex. This technique does 1 Martial Arts die plus throwing ability modifier plus Wisdom modifier of bludgeoning damage. It renders both you and your opponent prone. The target creature becomes Staggered until the end of your next turn. In addition, if the target attempts to cast a spell or use a spell-like ability, it must make a Constitution save vs. a DC equal to the throw roll or the spell will fail.

Banishing Throw

Your mystic connection to the greater cosmos affords some limited control over creatures who aren't naturally tethered to the plane you currently occupy. By gathering and focusing your ki, you can literally throw such creatures "out" of your plane. Spend 2 ki points after a successful throw against a summoned creature to permanently banish it.

At 17th level there is no restriction on the creatures you can throw out of your plane. The throw functions in the same manner as the Banishment spell, except that there is no chance to save against it. The ki cost increases to 5 points to use against a non-summoned creature.

Stupendous Throw

You fling opponents up to 25 feet through the air at astonishing velocity and they can hit multiple creatures in a line before coming to a painful stop. The damage done by this magnificent throw is 1 MA die plus throwing ability modifier plus Wisdom modifier. Ki points can be expended to increase the damage done by one MA die per ki point, up to a maximum of two.

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