Base Class: Monk
The Way of the Constrictor emphasizes control over unarmed strikes. Like the boa snake, followers of the Way of the Constrictor seldom let go of their prey, they keep them pinned down and slowly crush the life out of them. Constrictors, as they are called, typically work well with other melee fighters by knocking down opponents and opening them up for attacks.
Constrictor Technique
When you choose this Monastic Tradition at 3rd level you learn 3 techniques. You can perform a technique when it says you can. You must meet the ki point requirement to preform the technique. You learn 2 more techniques at 6th, 11th, and 17th level. Each time you learn a technique you can replace one you have previously learned. You must meet the level requirements to learn a technique. Additionally you gain expertise in the Acrobatics skill and you can intiate a grapple or shove attack with Acrobatics instead of Athletics. When you hit with an unarmed strike on a creature you are grappling, you deal an extra 2 bludgeoning damage. This damage increases to 3 at 9th level and 4 at 16th level.
Arm Bar (2 ki points)
As an action you can spend 2 ki points on a creature that is grappled by you to pin one of their arms. The creature makes a Dexterity saving throw against your Acrobatics check. On a success nothing happens, if they fail the save choose one of their arms or arm-like appendage (like a pseudopod, tail, or tentacle) that has an attack. That appendage cannot make attacks, if it is holding a shield the creature doesn't benefit from wielding it, if the appendage was wielding a two-handed weapon, that weapon cannot be used (the other appendage is free to make attacks, however). On each of its turns, the creature can make the Dexterity saving throw again, ending this affect on a success. You can pin a number of appendages equal to the number of hands or hand-like appendages you have. This condition ends if the creature is no longer grappled by you.
Arm Breaker (3 ki points)
As an action you can spend 3 ki points on a creature that is grappled by you to break one of their arms. The creature makes a Dexterity saving throw against your ki save DC. On a success nothing happens, if they fail the save choose one of their arms or arm-like appendage (like a pseudopod, tail, or tentacle) that has an attack. That appendage cannot make attacks, if it is holding a shield the creature doesn't benefit from wielding it, if the appendage was wielding a two-handed weapon, that weapon cannot be used (the other appendage is free to make attacks, however). The creature must be healed a number of hit points equal to your monk level to end this effect. The hit points are used to heal the appendage and do not heal the creature in regards to its health. A long rest resotres the creatures hit points and ends this condition, a creature may spend hit dice during a short rest to attempt to end this condition as described above.
Body Slam (2 ki points)
You use a creature you are grappling and turn them into a weapon. Choose one creature that you are grappling that is also prone. As an attack you can use the creature as a monk weapon you are proficient with that deals 1d10 bludgeoning damage on a hit. Both the target and the grappled creature take the damage. Your extra grappling damage applies.
Brutal Technique (1 ki point)
When you make an attack you can spen 1 ki point to have the targeted creature make a Wisdom saving throw or be frightened of you until your next turn.
Chokehold (4 ki points)
You can forgo one of your Attacks to attempt to choke one creature you are currently grappling. The creature must make a Constitution saving throw against your ki save DC. On a failure the creature takes 1d12 + your strength modifier bludgeoning damage and falls unconcious, on a success the creature takes half damage and does not fall unconcious. On each of its turns the creature can reroll the saving throw ending the effect on a success.
Crushing Hold (4 ki points)
As an attack action you try to crush the life out of your opponet. Choose one creature you are grappling, make another grappling check. If the creature succeeds they are still grappled, if they fail they take 8d8 + your monk level bludgeoning damage.
Defensive Position (2 ki points)
As a bonus action you can spend 2 ki points to move into a defensive position. The grappled creature or creatures has disadvantage on attack rolls against you.
Oppurtune Grapple (1 ki point)
You can spend 1 ki point to replace your attack of oppurtunity with a grapple attempt.
Quick Takedown (1 ki point)
Immediately after you succeed on a grappling check you may spend 1 ki point to attempt a takedown. You immediately can make a shove attack. The creature is still grappled while prone.
Sheltered Hold (2 ki points)
You maneuver creatures that you are grappling to shield your body. As an action you can spend 2 ki points to move a creature or creatures that you are currently grappling and gain half cover from one creature and three-quaters cover from two or more. If an attack misses you by five or less, you can choose to have it strike on creature you are grappling, they take damage as normal. The cover doesn't apply to attacks made by the grappled creatures
Skull Clap (2 ki points)
You smack the heads of the creatures you are grappling together. You must be grappling at least two creatures. Make an attack roll, if it hits at least one creature, both creatures take 1d12 + your Strength modifier + your grappling damage.
Throwdown (2 ki points)
Immediately after succeeding on a grapple check against a creature you can spend 2 ki points as a bonus action to jump 5 times your normal high jump distance. You must move at least 5 feet beforehand and must have enough movement to cover the distance jumped. At the apex of your jump you release the creature and they take fall damage as normal.
Expert Constrictor
Your speed is no longer halved while grappling, you can apply stunning strikes to unarmed attacks and you have advantage on initiative rolls.
Swift Constrictor
You now strike with the swiftness and power of a snake. You can forgo one of your unarmed strikes to make a grapple attempt. Also, you have advantage on saving throws that the creature you are grappling forces you to make.
Master Constrictor
You count as one size larger when determinig what you can carry, drag, lift, push and grapple.







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Posted Feb 17, 2022A few spelling errors but I do not care about those right now. I believe that this subclass would actually do kindly with a big buff!
To use most of your abilities you would need to 1) Use an attack to try to grab someone 2) they have to be large or smaller and fail 3) they would have to stay grappled until your next turn.
Suggested Changes would be making Sheltered Hold a level 6 ability and making Opportune Grapple + Quick Takedown base abilities at level 3
I love this so much and the Grapple monk is an amazing idea.