Judo Throw Expert Image
Prerequisite: Minimum Dexterity of 12
 

Your mastery of the judo martial arts style allows you to use your reaction to attempt to throw, trip or avoid a melee attacker using weapons or your hands.

  • Add +1 to your choice of either strength or dexterity, subject to racial maximums.
  • Requires a minimum dexterity of 12.
  • Requires either the Monk class or Acrobatics or Athletics
  • The attacker can be no more than 2 sizes larger than you
  • The roll comes when they declare their attack on you and enter either their melee range or yours, whichever is larger. Note that they may choose to enter your melee range, even if smaller, before attacking depending on what they are planning to do. [For example a monster attempting a touch attack.]
  • Choose whether you are going to use a melee weapon you already have in hand or your hands. If you use a weapon, you may use the weapon's reach instead of yours.
  • Determine which roll you have a higher bonus with: Acrobatics or Athletics. Make a judo roll (1d20) modified as follows:
    • Your size class or smaller:  +4 to roll
    • One size larger: No bonus if attempting a throw. +2 if attempting a dodge.
    • Two sizes larger: Roll at disadvantage if attempting a throw. Roll normally if attempting a dodge.
  • If your judo roll equals or beats the attacker's to hit roll
    • You negate their attack on you
    • If they are within your reach and you are attempting a throw, you successfully throw them causing them to end up prone within 5 feet of you as well as doing your unarmed attack damage to them.
    • If they are outside your reach range, but within theirs, then you only have the dodge option.
Judo Throw Expert Image

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