Monk
Base Class: Monk

Monks of the Way of the Grappler have trained extensively to use grappling and wrestling techniques to control and hamper their enemies on the battlefield.

Born Athlete

At 3rd Level your superior training has granted you the following ability; Choose between proficiency in Athletics or Acrobatics.

Acrobatics

Proficiency in Acrobatics

Athletics

Proficiency in Athletics 

Grappling Initiate

At 3rd Level, your superior abilities and technique have granted you the following abilities:

  • You may use Strength (Athletics) or Dexterity (Acrobatics) to determine a Grapple or Shove Check.
  • You can spend 1 Ki point to gain Advantage on a Grapple or Shove attack.
  • You can spend 1 Ki point to Grapple or Shove a creature two sizes larger than you.
  • When you hit a creature with an unarmed strike or a monk weapon on your turn and have a free hand, you can use a bonus action to attempt to grapple or shove the target.
    • When you use Flurry of Blows, you can replace one of the unarmed strikes with a grapple or shove attempt.  This does not cost an additional Ki point.
  • When you use the Shove action on your turn to cause a creature to fall prone and you have a free hand, you can use a bonus action to attempt to grapple the shoved target.

Hulked Up

At 6 Level you can use an action to boost your morale or physical ability. You must complete a short rest before using this feature again.  You may use one of the following abilities:

  • Increase your Strength or Dexterity by 2 until the end of your next turn.
  • Heal your self by 2x your Monk Level plus your Wisdom modifier.

Perfect Athlete

At 11th Level your abilities and techniques have improved significantly, the proficiency you choose at 3rd Level has become expertise.

Acrobatics (Expertise)

Expertise in Acrobatics

Athletics (Expertise)

Expertise in Athletics

Veteran Grappler

At 11th Level you gain the following abilities:

  • Whenever your are able to use your reaction to make an attack (melee or otherwise) against a creature and have a free hand, you can use your reaction to instead attempt to grapple or shove the creature.
  • As an action you can perform the Irish Whip technique against a creature you are grappling. By spinning around and releasing a creature you have grappled you can force the creature to move 10 feet in any direction you choose.  After making the forced movement the creature must make a DC 15 Athletics or Acrobatics check or fall prone.  You can spend 1 Ki point to impose disadvantage against this check.

 

Finisher

At 17 Level you gain the ability to put all of your energy into one powerful attack.  Your Ki points must be equal to or between 2 and 5.  You must have a creature grappled to use this ability.  You can’t have done anything since the start of your turn and your turn ends immediately after executing your finishing move.  You spend ALL of your remaining Ki points and attempt a grapple attack (you can use a Ki point to give yourself advantage) against your grappled target that grows more powerful with every Ki point spent.  If the attack is successful the enemy must make a DC 20 Con save or be stunned for a number of rounds equal to half of the Ki points spent rounded up.  You may only use this ability once per long rest.

  • 2 Ki points: The attack deals 5x your unarmed weapon damage.
  • 3 Ki points: The attack does 7x your unarmed weapon damage.
  • 4 Ki points: The attack does the maximum possible damage from 7x your unarmed weapon damage.
  • 5 Ki points: The attack does the maximum possible damage from 7x your unarmed weapon damage. The attack has a critical range of 18-20.

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