Base Class: Monk
Practitioners of the Way of Wrestler are a force to be reckoned with. Their fighting style emphasizes tossing their opponents around the battlefield, hindering them with locks, suffocating them with chokeholds and inspiring fear and awe in all who see them in action. Wrestlers tend to be very competitive by nature, and they understand that putting on a good show can be just as important as defeating their opponents.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance and Acrobatics skill if you don’t already have it.
Wrestler Maneuvers
At 3rd level, you learn four maneuvers of your choice, which are detailed under "List of Maneuvers" below. You learn two additional maneuvers of your choice at 6th, 11th and 17th level. The maneuvers are divided into four categories:
Throws You can use an Action to toss your opponents around the battlefield. To perform a throw, you spend 1 ki point to make a contested Strength (Athletics) or Dexterity (Acrobatics) check against a creature that is grappled by you. Performing a throw breaks the grapple.
Locks Locks are used to cause damage and hinder your opponent's abilities. To perform a lock, you forgo one attack against a target that is grappled by you, and attempt a lock instead. The target is then required to make a saving throw. On a failed save, they suffer the effects detailed under the maneuver.
Chokes You can use your Action to force creatures into chokeholds and cause on-going damage to them. When you do so, choose one creature that is grappled by you. That creature must then make a saving throw. On a failed save, the Choke becomes active until the end of your next turn. If the target starts its turn while a Choke is active, it takes bludgeoning damage equal to twice your unarmed damage die. On subsequent turns, you can use your Action to extend the duration of a Choke until the end of your next turn. If your grapple is broken, the Choke also ends.
Sankaku
By hanging from your opponent's neck, you force their attention on yourself.
As an Action, you attempt to choke a creature grappled by you. The target must make a Constitution saving throw. On a failed save, the Choke becomes active until the end of your next turn. While the choke is active. the target has disadvantage on all attack rolls against creatures other than you.
Armbar
You bend your opponent's arm and reduce their combat effectiveness for a moment. When you take the Attack action against a creature grappled by you, you can forgo one of your attacks to attempt a lock instead. The target must make a Constitution saving throw. On a failed save, it takes bludgeoning damage equal to your unarmed damage die and has disadvantage on their next attack roll.
Cut a Promo
You gain the ability to hype up yourself and your allies. You spend 1 minute and 1 ki point to perform your promo. At the end of it, you and up to three creatures of your choice gain temporary hit points equal to your monk level + your Charisma modifier. You must finish a long rest before you can use this ability again.
Dropkick
With this throw you jump into the air and kick your opponent with both of your legs, bouncing off of them after the impact. As an Action, you can spend 1 ki point to make a contested grapple check against a creature grappled by you. If you are successful, the target takes damage equal to twice your unarmed damage die and is knocked prone. You can then immediately move up to 10 feet without provoking opportunity attacks.
Giant Swing
With this Throw you swing your opponent around, and hurl them to any point within 20 feet of you. As an Action, you can spend 1 ki point to make a contested grapple check against a creature grappled by you. If you are successful, the target takes damage equal to twice your unarmed damage die and is knocked prone.
Guillotine
You bend your opponent's body down, opening them up for attacks.
As an Action, you attempt to choke a creature grappled by you. The target must make a Strength saving throw. On a failed save, the Choke becomes active until the end of your next turn. While the choke is active, you can use your bonus action to make an unarmed attack against the target.
Heel Turn
You insult and goad a creature into focusing on you. When you deal damage to a creature, you can spend 1 ki point to force the target to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target has disadvantage on attack rolls against creatures other than you for 1 minute. The target can repeat the saving throw at the end of each of its turns.
Inspiring Presence
You can offer one of your companions some words of encouragement. As a bonus action, you can spend 1 ki point and choose a friendly creature that can hear you within 30 feet of you. That creature can then spend one of its hit dice to heal themselves. They can also add your Charisma modifier to the amount of regained hit points.
Kneebar
With this Lock you bend your opponent's knee and hinder their movement. When you take the Attack action against a creature grappled by you, you can forgo one of your attacks to attempt a lock instead. The target must make a Strength saving throw. On a failed save, the target takes bludgeoning damage equal to your unarmed damage die and its speed is halved for 1 minute. It can attempt to remove the condition at the end of each it's turns with a Constitution saving throw.
Powerbomb
You make a running start, leap into the air and drive your opponent into the ground. As an Action, you can spend 1 ki point to make another contested grapple check against a creature grappled by you. If you are successful, the target takes damage equal to three times your unarmed damage die. You and the target then move up to 10 feet to a direction of your choosing without provoking opportunity attacks. Both you and the target are knocked prone.
Stunner
With this Throw you kick your opponent, and use it as an opening to leap at them and slam them to the ground. As an action, you can spend 1 ki point to make a contested grapple check against a creature grappled by you. Before you make the contested check, you can also make an unarmed attack against the target. In addition to dealing damage, hitting with the attack imposes disadvantage on the target's contesting check. If you are successful, the target takes damage equal to twice your unarmed damage die. Additionally, you and the target switch places and both you and the target are knocked prone.
Suplex
With this Throw you flip upside down while grasping your opponent, and slam them into the ground. As an Action, you can spend 1 ki point to make a contested grapple check against a creature grappled by you. If you are successful, the target takes damage equal to three times your unarmed damage die. You may then move the target to any point within 5 feet of you. The target is knocked prone.
Tag Team Tactics
When you take the Attack action on your turn, you can spend 1 ki point to forgo one of your attacks to allow one of your companions to strike. When you do so, choose a friendly creature who can see or hear you within 10 feet of you. That creature can immediately use its reaction to make a weapon attack.
The Crippler Crossface
You learn to perform the ultimate lock, enhancing it with your ki to break the bodies and spirits of even the toughest opponents.
As an action, you can use 2 ki points to attempt this lock on a creature that is grappled by you. When you do so, the target must make a Strength saving throw. On a failed save, it takes 10d8 bludgeoning damage and is paralyzed until the end of your next turn. On a successful save, the target takes half damage.
The Dragon Sleeper
You learn to perform the ultimate choke hold, using your ki to enhance the hold to the point where few living beings can withstand it.
As an action, you can use 3 ki points to apply a choke to a creature that is grappled by you. When you do so, the target must make a Constitution saving throw. On a failed save, it is reduced to 0 hit points. On a successful save, it takes 10d10 bludgeoning damage.
Creatures that do not require air are immune to the effects of this move.
The Izuna Drop
You learn to perform the ultimate throw. Using your ki, you can make a gravity-defying leap into the air, and attempt to take your target along for the ride. At the apex of your leap, you turn yourself and your opponent around, and bring them crashing down to the ground along with you.
You can use your action to spend any number of your remaining ki points. When you do so, choose a creature that is grappled by you. Make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you win the contest, you manage to drag your target into the air with you.
The height of the leap equals 10 ft for every ki point that you spend. The damage that the target creature takes from crashing down to the ground equals 2d6 bludgeoning damage for each ki point that you spend. Both you and the target are knocked prone when you land.
The Royal Rumble
You learn to become the ultimate hype machine. By channeling your ki to bolster your force of will and personality, you boost the combat effectiveness of your allies.
As an action, you can spend 3 ki points. For 1 minute, any friendly creature that can hear and see you within 30 feet of you has advantage on their attack rolls and can add your Charisma modifier to their damage rolls.
The Stare Down
As a bonus action, you can spend 1 ki point to force someone in your presence into an intimidating stare down. When you do so, choose one creature that you can see within 60 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw (DC equals 8 + your proficiency modifier + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of your line of sight or more than 60 feet away from you.
Wrestler's Soul
Starting at 6th level, you have further honed your wrestling techniques, which grants you the following benefits:
Magic Touch The damage from your Wrestler Maneuvers counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
The Bigger They Are... The size of creatures that you can attempt to grapple is further increased by one size class. When you grapple a creature that is larger than you by more than one size class, its speed is halved instead of reduced to 0.
The Tables Turn When a creature misses you with an attack, you can immediately use your reaction to attempt to grapple that creature.
Wrestler's Resilience
Starting at 11th level, you have become adept at withstanding physical attacks. When you are hit with an attack that deals slashing, piercing or bludgeoning damage, you can spend 1 ki point to gain resistance to that damage type until the end of your next turn.
Finishing Move
At 17th level, you gain the ability to channel your ki into an ultimate technique. These techniques are detailed below under "Finishing Moves". You can choose one of these techniques. Some finishing moves require the target to make a saving throw to resist the move's effects. In these cases, you use your ki save DC.
The damage from your these techniques counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
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