Monk
Base Class: Monk

Monks of the gentle technique follow a tradition of mental discipline and zen.  The fighting style of these monks is focuses on using your opponents weight and momentum against them, opting to grapple and force a submission from them instead of beating them down.  Monks who follow this tradition are taught to value life and mercy, only using violence when deemed necessary.  Although they may be kind, do not mistake that kindness for being a pushover.  Monks who follow this tradition are taught to be steadfast in the principles they choose to uphold.  

Ju-Jitsu technique

Starting when you choose this tradition at 3rd level, when attempting to grapple another creature, you may instead make a Dexterity (Acrobatics) check instead of a Strength (Athletics) when attempting to shove or grapple another creature. The same applies when a creature wishes to escape from your grapple.

Reversal

Additionally, when you succeed on an escape against a creature attempting to grapple you, you may use your reaction to attempt to grapple them in return.

Joint Lock

Starting at 6th level, during your turn when you make an unarmed attack against a creature you are grappling, you may instead force them to make an athletics or acrobatics check against you ki-save DC.  On a failure, you lock one of the creatures limbs in a joint lock, restraining both you and them, disarming them of whatever was held in that hand (if you choose to lock an upper limb), and stopping that limb from being the part of the somatic components of a spell.  

Break the Bone

Starting at 11th level, if you have a creature in a joint lock, you may use your action and spend 2 ki points to break the bone of the limb you have grappled.  You may only use this special action once per limb of that creature. You force the creature to make a strength saving throw against your ki-save DC.  A failure deals damage to that creature equal to twice your monk level and imparts one of the following effects based on the limb you break:

Leg: The creature's speed is reduced by half and cannot benefit from increases to its speed

Arm: The creature loses use of that arm, making attack rolls made using weapons held in that hand at disadvantage, unable to wield a shield.  If a creature attempts to cast a spell using that hand, they must first succeed on a constitution check equal to your monk level.  On a fail, the spell is unable to be performed and the action is lost. 

Choke-hold

Starting at 11th level, you may use your action to attempt to choke a creature you are grappling.  Make an unarmed strike roll contested by a target's constitution check.  On a success, you deal damage to that target equal to a roll of your martial arts die, restrain the creature, and stop the creature from being able to speak or perform the verbal components of a spell.  During each your subsequent turns, you may use a bonus action to further choke the restrained creature, forcing them to make a constitution save.  On a failure, the creature takes damage equal to your monk level and is considered suffocating until the end of your next turn.  

Master of The Gentle Technique

You have mastered the gentle technique, becoming a force to be reckoned with on the battlefield.  Starting at 17th level, you gain the following benefits:
1. Defensive maneuver: While you are grappling a creature, if you are attacked by a creature you are aware of, you may use your reaction to put the grappled creature in the way of that attack, potentially causing it to hit the grappled creature.  The attacker then rolls their attack against the grappled creature's AC, hitting the grappled creature if it would hit them normally, or missing if they would miss.  This feature does not prevent critical its from hitting you
2. Neck Breaker:  You may now use your action and spend 4 ki points to attempt to break the neck of a target you have in a choke-hold.  When the creature fails the saving throw, if it has legendary actions it takes 12d10 damage, otherwise the creature dies.  If the creature has multiple heads and no legendary actions, it instead loses health equal to it's total health divided by the number of heads it has, rounded up.
3. Master Grappler: When you attempt to grapple a creature, you may spend 2 ki points to give it disadvantage on it's escape attempt.  

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