Base Class: Monk
Followers of the way of the rikishi turn their bodies into living monuments, expanding their size and strength to the extreme. They can be stalwart defenders, knocking enemies down or away from allies, or launch an all-out assault against an opponent with a lightning speed. All credit for this subclass goes to Reddit user callmepartario
Bottom Heavy
When you choose this tradition at 3rd Level, you dedicate yourself to ritual combat, gaining the following benefits:
- You become proficient in the Athletics skill and Calligrapher’s Supplies if you are not already.
- The nature of your Unarmored Defense changes. While wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.
- You can use your reaction to grant yourself advantage on saving throws or Strength (Athletics) contests that would knock you prone, and reduce the distance of any undesired push or pull effect you are subject to by half.
Oshi-Zumo
Also at 3rd Level, once on your turn when you hit a creature no more than one size category larger than you with an unarmed strike or monk weapon, you can spend 1 ki point to shove the target prone or up to 10 feet away from you. The target makes Strength saving throw against your Ki save DC. If you hit the creature with two or more unarmed strikes on your turn, the target has disadvantage on their saving throw.
The number of pushes you can make on your turn, and the distance you can push a creature increases at 9th level (two shoves, 15 feet), and 17th level (three shoves, 20 feet).
Crushing Grapple
At 6th level, your you can use your girth as a weapon. You gain the following benefits:
- Once per turn when you hit a creature with an unarmed strike, you can immediately attempt to grapple it.
- Once per turn, you can deal an additional martial arts die of damage to one creature you are grappling when you hit them with an unarmed strike.
Purified Dohyo
Also at 11th Level, you can spend 4 ki points to cast the Magic Circle spell, substituting a handful of salt as the material component for the spell.
Flying Deashi
At 11th level, when you use your Step of the Wind feature, you gain a flying speed equal to your movement speed until the end of your turn. Your flight(s) must begin from a stable surface, and move in a straight line. You fall if you end your turn and nothing is holding you aloft.
Hundred Hand Slap
At 17th Level, you can unleash an all-out assault against a single opponent. When you take the Attack action and make both attacks against the same creature, you can use your bonus action to spend up to 6 additional ki points, making one unarmed strike against that same target for each ki point spent.







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Posted Dec 17, 2020This is such an awesome class. Finally I can play as E. Honda 🤣!