Base Class: Monk
The nuance of martial arts isn't for everyone. Your style is unorthodox, but no less practiced than any other style. You focus on grappling, grabbing, and keeping foes from fleeing easily. You like to get up close and personal and stay there. Nobody escapes your iron grip.
Iron Grip
Starting when you choose this archetype at 3rd level, you have advantage on Athletics checks to initiate and maintain Grappling. Additionally, a creature Grappled by you has disadvantage on melee attacks against you.
Steel Grip
At 6th level, a creature Grappled by you takes 1d6 bludgeoning damage at the start of each of its turns. This damage increases to 2d6 at 10th level, 3d6 at 14th level, and 4d6 at 18th level.
Platinum Grip
At 11th level, a creature that attempts to cast a spell to escape your Grapple (Misty Step, Dimension Door, Freedom of Movement, etc.), must first make an Arcana check contested by your Athletics check. If they succeed, the spell works as normal. If they fail, the spell fails and the spell slot is wasted.
Adamantine Grip
At 17th level, your Grapple is nigh impossible to escape. As an action, you can spend 3 ki points and bind a Grappled creature to you. The creature must succeed on a Strength saving throw versus your ki save DC. On a failure, they are bound, and cannot move further than 5 feet from you by any means. Additionally, they have disadvantage on attacks against you and you have advantage on saving throws against spells and magical effects they cast that target you, including AOE spells. On a success, any speed the creature has is reduced to 10 ft. and they cannot take reactions against creatures other than you for 1 minute.







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