so i had this idea for a subclass but i am wondering if it is balanced.
way of the grappler monks are monks who specialize in grappling and restraining an enemies movement. Those who chose this way are often very strong individuals who have taken an interest in grappling and restraining enemies and protecting their allies from enemies by stopping them in their tracks
good grappler
When you choose this way you gain advantage on grapple checks your allies have advantage on attacks against the grappled creature and the enemies movement speed is reduced to zero when you grapple them. Additionally when you are grappling a target you can spend one ki point to do one of the following maneuvers.
SUPLEX: You can spend one ki point and an action to slam an enemy you are grappling to the ground dealing 2d8+your strength bonus bludgeoning damage this damage increases to 3d8 at 5th level and 4d8 at 17th level.
Choke hold: You can spend 2 ki points and an action to put an enemy in a choke hold they must succeed an athletics (str) saving throw contested against your athletics (str) check if they fail you start crushing their wind pipe making them take 2d8 damage every turn they also have disadvantage on attacks on a success nothing happens. they can repeat the saving throw at the end of their turn
Expert limb flailer
at 7th level you can attack with a bonus action against a grappled enemy such is your control over your flailing limbs.
" i dont care how much bigger they are i grapple them"
Once you reach 11th level in this way you gain the ability to grapple any creature 2 sizes larger than you without imposing disadvantage 1 size larger and you get disadvantage.
Expert grappler you gain advantage on grapple checks your allies have advantage on attacks against the grappled creature and the enemies movement speed is reduced to zero when you grapple them additionally the affected creature has disadvantage on attacks against you while they are grappled and they also have disadvantage on their saving throw against the grapple. In addition you can grapple 1 additional target for free if they are within 5 feet of you when you start your grapple you can expend 3 ki points for an additional target for up to 4 targets grappled at the same time but if you grapple more than 1 creature it can only be 1 size larger than you you still keep the maneuvers
SUPLEX: You can spend one ki point and an action to slam an enemy you are grappling to the ground dealing 2d8+your strength bonus bludgeoning damage this damage increases to 3d8 at 5th level and 4d8 at 17th level.
Choke hold: You can spend 2 ki points and an action to put an enemy in a choke hold they must succeed an athletics (str) saving throw contested against your athletics (str) check if they fail you start crushing their wind pipe making them take 2d8 damage every turn they also have disadvantage on attacks on a success nothing happens. they can repeat the saving throw at the end of their turn
Expert grappler is a replacement ability for good grappler
so i had this idea for a subclass but i am wondering if it is balanced.
way of the grappler monks are monks who specialize in grappling and restraining an enemies movement. Those who chose this way are often very strong individuals who have taken an interest in grappling and restraining enemies and protecting their allies from enemies by stopping them in their tracks
good grappler
When you choose this way you gain advantage on grapple checks your allies have advantage on attacks against the grappled creature and the enemies movement speed is reduced to zero when you grapple them. Additionally when you are grappling a target you can spend one ki point to do one of the following maneuvers.
SUPLEX: You can spend one ki point and an action to slam an enemy you are grappling to the ground dealing 2d8+your strength bonus bludgeoning damage this damage increases to 3d8 at 5th level and 4d8 at 17th level.
Choke hold: You can spend 2 ki points and an action to put an enemy in a choke hold they must succeed an athletics (str) saving throw contested against your athletics (str) check if they fail you start crushing their wind pipe making them take 2d8 damage every turn they also have disadvantage on attacks on a success nothing happens. they can repeat the saving throw at the end of their turn
Expert limb flailer
at 7th level you can attack with a bonus action against a grappled enemy such is your control over your flailing limbs.
" i dont care how much bigger they are i grapple them"
Once you reach 11th level in this way you gain the ability to grapple any creature 2 sizes larger than you without imposing disadvantage 1 size larger and you get disadvantage.
Expert grappler you gain advantage on grapple checks your allies have advantage on attacks against the grappled creature and the enemies movement speed is reduced to zero when you grapple them additionally the affected creature has disadvantage on attacks against you while they are grappled and they also have disadvantage on their saving throw against the grapple. In addition you can grapple 1 additional target for free if they are within 5 feet of you when you start your grapple you can expend 3 ki points for an additional target for up to 4 targets grappled at the same time but if you grapple more than 1 creature it can only be 1 size larger than you you still keep the maneuvers
SUPLEX: You can spend one ki point and an action to slam an enemy you are grappling to the ground dealing 2d8+your strength bonus bludgeoning damage this damage increases to 3d8 at 5th level and 4d8 at 17th level.
Choke hold: You can spend 2 ki points and an action to put an enemy in a choke hold they must succeed an athletics (str) saving throw contested against your athletics (str) check if they fail you start crushing their wind pipe making them take 2d8 damage every turn they also have disadvantage on attacks on a success nothing happens. they can repeat the saving throw at the end of their turn
Expert grappler is a replacement ability for good grappler