Monk
Base Class: Monk

The Way of the Sumo teaches its students to root themselves to the ground, becoming immovable and rigid. Students learn to defend themselves exceptionally well against being moved, and how to easily topple and pin opponents. A Sumo master takes great pride in their strength and unwavering resolve, comparing themselves to mountains and the very earth itself. Sumo masters train rigorously to maintain a large physique that the untrained eye might perceive as fat, but is truly a powerful wall of muscle.

Immovable Mountain

Starting when you choose this tradition at 3rd level, you gain proficiency in the Athletics skill.

Plus, your unarmoured defense AC changes to 10 + your Constitution modifier + your Wisdom modifier.

Additionally you gain advantage on any check made to move you against your will.

Divine Wrestler

At 3rd level, you can replace any of your extra attacks from flurry of blows to make shove attempts, if you successfully shove a creature you can spend 5ft of your movement to move with it in-between attacks. If you shove and move with a creature you are grappling, your grapple does not break.

Whenever you successfully grapple or shove a creature, they take damage equal to your martial arts die plus your Strength modifier.

Additionally, any creature you are grappling and have shoved to the ground is restrained until the start of it's turn.

You count as one size larger for the purposes of grappling and shoving.

Shikiri

By 6th level, your enormous silhouette causes even hardened warriors to take pause, yet you remain an unflinching wall. You gain expertise in the Intimidation skill, and have advantage on all saves against the frightened condition.

Kimarite

At 6th level, your Sumo training allows you to damage targets while grappling, knock enemies prone with devastating force, as well as other options detailed below:

  • Gripping Strikes: When you make an unarmed strike against a target, you may spend a ki point to attempt a grapple with the same attack.
  • Slam: When you knock a target prone, you may make a special attack roll against that target to slam your body down upon them. Make a melee attack against the target. If it hits, the target takes d8's equal to your strength modifier, plus half of your monk level rounded down as bludgeoning damage. You become prone regardless of whether the attack hits or not. This feature can be used in conjunction with Pinning Tackle.
  • Tachi-ai: If you move in one direction for at least 15 feet and your charge ends at a creature, the target creature has disadvantage on any strength check to contest your grapples for the rest of your turn.
  • Isagiyoku Shine: While you are grappling a target, you can use your action to wrap your arms around the target in a vicious bear hug. The target must succeed a CON save or take 2d10 bludgeoning damage, halved on a successful save. You can spend a ki point to gain temporary hitpoints equal to half the damage dealt rounded up until the beginning of your next turn. This ability can only be used once per turn.
  • Orikaesa Reta: While you are grappling a target of the same size as you or smaller, you can spend 2 ki points to violently drop the target's spine (if applicable) over your knee as an action. The target must make a CON saving throw and takes 2d6 for each ki point you spend, to a total of half your monk level, rounded down. If the target fails their save, they become paralyzed for a number of rounds equal to the ki points spent. This attack ends the grappled condition on that target. This ability can only be used once on the same target.

Shiko

Starting at 11th level, lifting your right leg to the sky, you let it down to hit the ground with tremendous force, then do so with your left leg. After doing this thousands of times as part of your routine, you've learned some moves that can be done when the conditions are met. When an enemy leaves your reach, you can grapple or push them instead of attacking them as a reaction. When an enemy enters your reach with unarmed strikes, you can use your reaction and expend a ki point to force the target to make a grapple check. If you win the contest, their speed is reduced to 0 this turn and you perform one of the following abilities:


  • Gaburi-yori. You slam your body into the enemy. The target is grappled and restrained, and takes bludgeoning damage equal to your martial arts die plus your Strength modifier.
  • Inashi. You sidestep and push the enemy passed you. You enter the target’s space, and the target is then pushed 10 feet in the direction it was moving when it approached you, falling prone.

Harite

At 11th level. whenever you deal bludgeoning damage with any of your monk features, you can replace it with thunder damage.

Additionally, whenever you shove a creature into another creatures space, make a shove attempt against the second creature, on a success it is shoved as if by the first

Way of the Mountain

Beginning at 17th level, you learn to steel your outer body like wall of force. Whenever you take damage, you can expend a number of ki points (up to your Wisdom modifier + your Proficiency Bonus) to reduce the damage by 1d8 per ki point expended.

Whenever you are moved against your will by any means, you can spend a ki point to ignore the movement, but not any damage from the causing effect.

Additionally, when you fail a strength check or save to grapple or escape a grapple, you can spend 2 ki points to succeed.

Giants Shiko

At 17th level, you now count as two sizes larger for the purposes of grappling and shoving.

Additionally, as an action you can spend a ki point to lift your leg up and stomp. All creatures in a 5ft radius must make a DEX save, on a fail take 1d10 bludgeoning damage and be knocked prone. On a success the creature takes half damage but remains standing.

The radius of this increases by 5ft and the damage increases by 1d10 for every ki point you spend, up to half your level in ki points.

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