
Prerequisite: Strength 13 or higher. Dex 16 or higher. Grappling Monk Feat Unarmed
After years of training you have mastered the art of grappling foes or equal or smaller size while unarmed. Upon grappling enemies you now have additional options.
• You benefit from cover while you grapple a creature.
• Once per round, as a bonus action, you may deal your strength or dexterity modifier in damage to any creature you currently have pinned, you may not use this against a creature that is Joint Locked.
- Proficiency in Athletics is given.
- Using a Ki point you can use a bonus action to attempt to takedown a creature in the same turn grappling is initiated.
Once an enemy is successfully taken down, you now have additional actions. Given how the takedown or pinning occurred a DM can change the requirements/results of the following potential actions. Given physical, magical, and environmental factors.
- Joint LOCK: If you have kept a creature pinned for 2 or more turns you can attempt to joint lock with a grappling check. If successful, all grappling checks for the opponent are now at disadvantage. Now the next two actions below are enabled. Another grappling check is made to initiate either a choke or break limb attempt. Each take 3 successful grappling checks to perform, 1 ki point may be used to take a bonus action to make another grappling check for both choke and break limb.
- Break Limb: Given which limb is being broken different outcomes occur. Each causes a critical unarmed strike dmg roll. If it is a leg, the movement speed of the character is halved and the dash action is unusable until fully healed. If an arm is broken, spells or weapons or now unable to be used with the given arm until the character is fully healed.
- Choke: After 3 successful grappling checks, the target is put to sleep. A targets check to remove the sleep condition cannot occur for 2 turns unless helped by another source.
- Disarm: Once a takedown occurs. Using an action or a ki point and a bonus action, a disarm can be attempted. Using a grappling check(or skill check at the GM's discretion). The success of it can determine how far and the direction the weapon is pushed away.
- Advanced Pin: Using a grappling check an advanced pin is attempted. Using all four of your own limbs, you now have disabled the targets four limbs as well. You can do no dmg, but any attacks towards the pinned target are at double advantage and critically strike. Depending on the target size and shape the difficult will vary at the DM's discretion.

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