Base Class: Monk
Inspired by the franchise Metal Gear Solid.
Monks of this tradition train relentlessly to understand the flow of combat on an intimate level, learning how to read their opponents’ movements before they even begin, how to strike with lethal precision, and how to render their enemies helpless with a single, perfectly executed maneuver. They are taught that the greatest victory is one earned through control, and their path revolves around dominating a fight without brute force—by grappling, disarming, and subduing, they can neutralize threats before a weapon is even drawn.
At their core, these monks embody the philosophy of "tactical supremacy." Their combat style is all about efficiency: end the fight before it begins, strike from unexpected angles, and leave no trace of their presence. They blend seamlessly into their surroundings, patiently waiting for the perfect moment to strike, then unleashing a flurry of calculated, deadly moves that leave their foes incapacitated before they can raise an alarm. To become a Snake Eater is to become a ghost in the enemy's mind—never seen, never heard, and always one step ahead.
CQC Specialist (Level 3)
When you choose this tradition at 3rd level, your unarmed strikes and grappling techniques become far more efficient. You gain proficiency in the Athletics skill if you don’t already have it, and expertise if you already have proficiency.
- Close-Quarters Combat Mastery: You can now use Dexterity instead of Strength for all grappling checks. In addition, you can grapple a creature as part of an unarmed strike made with the Attack action. If you successfully grapple a creature, you can immediately use your bonus action to make one unarmed strike against them. You count as one size larger when grappling, and your movement speed won't be halved when moving along a grappled creature.
Tactical Takedown (Level 3)
You have learned to neutralize enemies swiftly and without drawing attention. When you grapple a creature, you can spend 1 ki point to attempt a Tactical Takedown. The creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failure, they are either incapacitated or knocked prone (your choice) for 1 minute or until they take damage. You can only affect a creature with this ability once per long rest, and two creatures at level 11th.
In addition, while you are hidden, you can attempt to grapple a creature without revealing your position until after the grapple is successful.
Disarming Strike (Level 6)
You can use your martial skills to disarm opponents with ease. When you hit a creature with an unarmed strike, you can spend 1 ki point to force the target to drop one weapon or item of your choice that they are holding. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be disarmed. This attack shoves the enemy 5 feet backwards after being disarmed.
In addition, when you are holding a disarmed weapon, you can use it as an improvised weapon, adding your proficiency bonus to attack and damage rolls as if it were a monk weapon. Weapons disarmed in this way remain in your possession until the end of your next turn, at which point you must either drop the item or stow it as part of your movement.
Camouflage Technique (Level 6)
Your training has made you an expert at blending into your environment and moving unseen. You gain proficiency in the Stealth skill if you don’t already have it, and expertise if you already have proficiency. Additionally, as long as you are lightly obscured by natural surroundings or urban debris, you can take the Hide action as a bonus action without needing to spend ki, and recover 1 ki point for every turn you remain undetected by the enemy.
In addition, grappling checks as you remain hidden are made with advantage.
Reflexive Counter (Level 11)
You’ve honed your ability to counter enemies swiftly and efficiently. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to attempt to grapple them or make an unarmed strike. If you successfully grapple a creature this way, they take damage equal to your Martial Arts die plus your Dexterity modifier, and their movement is reduced to 0 until the grapple ends.
Additionally, when you take the Dodge action, or spend a ki point to perform Patient Defense, you can spend 1 additional ki point to enter a Reflex-Mode state. Until the start of your next turn, when a creature misses you with an attack, you can make an unarmed strike or attempt to grapple them without using your reaction (once per turn).
After you succesfully grapple a creature using this ability, you can perform a Tactical Takedown.
Pretty Good Submission (Level 17)
Your mastery of CQC allows you to immobilize and control enemies with terrifying precision. When you successfully grapple a creature, you can spend 3 ki points to render them paralyzed until the grapple ends. While a creature is paralyzed this way, you can use your bonus action to deal damage to them equal to two of your Martial Arts die plus your Dexterity modifier.
Additionally, you gain advantage on attack rolls against creatures you have grappled or paralyzed.







Comments