Base Class: Monk
Masters of folding clothes while they are still being worn, Warriors of the Gentle Art are skilled grapplers that can take a fight to the ground and dominate their opponents with superior technique. Usually, you can identify them by their cauliflowered ears and easy-going confidence.
Level 3: Groundwork
Starting at third level, your prowess in grappling opponents begins to manifest.
- Add your Wisdom modifier to the DC for creatures to resist or escape your Grapple. Your Grapple DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) + your Wisdom modifier.
- When you make a saving throw or ability check to resist or escape a Grapple, add your Wisdom modifier to the d20 test.
When you use your Unarmed Strike as part of the Attack Action on your turn, you can spend 1 Focus Point to attempt a Takedown. The target must succeed on a Strength or Dexterity saving throw (its choice) against your Grapple DC or gain both the Grappled and Prone conditions. This ability can only be used on a target no more than one size larger than you and if you have at least two free hands. You can use this ability only once per turn.
Level 3: Pass Guard
Also at 3rd level, if you are Grappling a Prone creature on your turn, you can use a Bonus Action to attempt to Pass Guard. The target must succeed on a Strength or Dexterity saving throw (its choice) against your Grapple DC or you gain the Prone condition and move into one of the following Positions:
- Guard: Creatures within 5 feet of you don’t have advantage on attack rolls against you because of the Prone condition. You have half cover against all attacks from creatures you aren’t grappling.
- Mount: You don’t have disadvantage on attacks against creatures you are Grappling because of the Prone condition. Additionally, you score a critical hit on an Unarmed Strike against a creature you are Grappling on a roll of 19 or 20.
- Control: Creatures you are Grappling have disadvantage on Escape Attempts. If a creature remains Grappled by you at the end of its turn, it gains 1 level of Exhaustion.
You gain the benefits of only one Position at a time. The effects end if you change Positions, stop being Prone, or if the Grapple ends.
Level 6: Hooks In
Starting at 6th level, if you are in Guard, Mount, or Control and a creature succeeds on an Escape Attempt against your Grapple, you can use your reaction and spend 1 Focus Point to force it to reroll. The creature must use the new result.
Level 6: Smother
Also at level 6, if you are in Guard, Mount, or Control and the creature you are Grappling attempts to cast a spell with a verbal component, you can use your reaction and spend 1 Focus Point to interrupt the casting. The creature must succeed on a Constitution saving throw against your Grapple DC. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
Level 11: Pressure Fighter
Starting at level 11, if you are in Guard, Mount, or Control, the creature you are Grappling has disadvantage on Strength, Dexterity, and Constitution saving throws.
Level 17: Ground and Pound
At level 17 you are at the apex of ground fighting
- Creatures Grappled by you have Vulnerability to Force damage from your attacks, and they cannot have or gain Resistance or Immunity to that damage.
- You count as being one size larger for the purposes of Grappling and Shoving.
Previous Versions
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12/12/2024 6:22:28 PM
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1.03
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12/12/2024 6:25:11 PM
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4
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1.04
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Coming Soon
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