Base Class: Monk
Monks of The Way of the Shameless specialise in employing dirty fighting techniques to debilitate their foes. They focus attacks on vulnerabilities such as the eyes and throat, and deliberately aim to inflict as much pain as possible with each strike.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Deception skill if you don't already have it. The Way of the Shameless encourages luring foes into a false sense of security before striking them down.
Debilitating Blow
Starting when you choose this tradition at 3rd level, you can aim to strike enemies in weak points of their body. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can force the creature to make a Constitution saving throw. If the creature fails the save, you can choose one of the following effects:
- You jab the creature's eye(s), blinding them until the end of their next turn.
- You clap the creature's ear(s), deafening them until the end of their next turn.
- You chop the creature's throat, silencing them verbally until the end of their next turn.
Trample
At 6th level, you learn to grapple your opponents by pinning them to the ground with your legs. When you succeed in grappling a creature of the same size or smaller, you can choose to trample them, pinning them to the ground with only your legs. Trampling a creature puts you on top of them, on the same space. A trampled creature is both grappled and prone, but can contest the grapple as normal on their turns. If they successfully escape your grapple, you are moved 5 ft. from the space the creature occupies. Whilst having a creature trampled, you can take actions and bonus actions as normal, including actions that require the use of both of your arms, however moving off the space of the creature you have trampled ends the grapple, and you cannot move the creature with you like you could with a normal grapple. Switching between having a creature grappled and trampled requires a bonus action.
If a creature of your size or smaller is prone, you can move onto the same space and automatically trample them, they can only contest this grapple on their turn.
Sucker Punch
Starting at 11th level, you can attempt to attack an opponent without telegraphing, causing them to flinch in combat. Once per turn, before attacking a creature, you can spend 2 ki points to attempt to Sucker Punch them. You can make a Charisma (Deception) check, contested by the target's Wisdom (Insight) check. If you succeed, you roll the attack roll with advantage. If this attack hits, the target's initiative roll is reduced by the total Charisma (Deception) check you rolled up to a minimum of 1, and their rank in the turn order is adjusted accordingly. If the target has already had a turn this round, their initiative is reduced at the start of the next round instead. Once you succeed or fail in hitting a target with Sucker Punch, for 1 hour they get advantage on the contesting Wisdom (Insight) check should you use Sucker Punch on them again. Sucker Punch automatically fails if the target can read your thoughts.
Viscous Assault
By 17th level, you master inflicting unimaginable agony with each strike. At the beginning of your turn, you can spend 4 ki points to focus on landing strikes where your opponents are most tender. When you activate Viscous Assault, every time you hit a target during this turn, it must do a Constitution saving throw. If it fails, the target is incapacitated for 1 minute. The target can repeat this saving throw at the end of their turn, and is no longer incapacitated if it succeeds. Targets who fail the saving throw are immune to Viscous Assault for 24 hours.







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