Monk
Base Class: Monk

Those who find themselves following the Way of the Wrestler are often seen as outsider's, putting on a display of combat whilst entertaining large crowds. Despite the intensity of these match's, Wreslters of this practice appear to be able to put on these displays on an almost supernatural frequency, where some on lookers have labelled these artists as charlattans at times.

Each Monastery is as varied as the next, with with the only consistency among them is to travel, learn, and teach others in the Way of the Wrestler. Key Examples of these monasteries may include

  • Underground urban clubs, where the lack of rules relating to combat is the only real rules.
  • Stronger style Monasteries where an open hand slap or kick, is measured only against the heart and mind of another
  • Moasteries with ceilings meant for Giants, inviting it's follows to reach for the skies with beautiful and deadly aerial displays
  • Private Dungeons where combatants learn to twist, and tear one another like baked goods, learning the humility of a tap out

Monks of the Way of the Wrestler normally find their way in the world as entertainer's in large sprawling cities, or travelling with carnvial sideshows to explore the far reaches of the world. Despite being a performer by nature, the Wrestler can be a fierce addition to any adventuring party both in combat and in the ability to build relationships with locals.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Intimidation or Performance skill if you don’t already have it. Your martial arts training has taught you how to attack both the mind and the body at the same time disarming, and confusing your foe.

Mechanic's Technique

At 3rd level, you learn how to twist, turn, and contort your foes bodies in unnatural and unexpected way.

SuplexWhen you make a Grapple Attack action you may add your unarmed strike damage if the Grapple is successful.

Submission HoldWhile you have a creature grappled on your turn, you can use your action to deal unarmed strike damage to the target automatically. 

Arm DragWhen a creature within 5 feet of you makes an attack against you and misses, you can use your reaction and spend 1 ki point to attempt an Arm Drag. The target must succeed on a Dexterity saving throw or be knocked prone.

 

Signature Moves

Starting at 6th level, your travels have given you innovative ways of dealing with your foes. You gain the following benefits.

Improved Critical Strike. Your weapon attacks score a critical hit on a roll of 19 or 20.

Innovator of Violence. You are proficient with improvised weapons, additionally improvised weapons count as monk weapons

No Sell

Starting at 11th level, you have been battle tested, and seen every attack known. When you are hit with a melee attack that only hits you, you may spend 5 ki points to ignore all damage from that attack.

Hot Tag

At 17th level, you have grown so accustomed to travelling with partners it would seem wrong to be a part from one another for any period of time.

At the beginning of your turn if you are within 5 feet of a friendly creature you gain +2AC until the beginning of your next turn.
If a friendly creature is within 5 feet of you at the beginning of it's turn, you may grant it temporary hit points equal to your proficiency bonus + your Wisdom modifier

 

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