Monk
Base Class: Monk

Monks of the Way of the Eagle Claw are experts in grappling and locking their opponents down via joint locks. They use these techniques to incapacitate their opponents and render them harmless to those around them. 

There is no foe that a Monk of the Way of the Eagle Claw cannot restrain. If a foolish creature crossed the line in front of this Monk, the next thing they hear might only be the sound of their broken bones.

Eagle Claw Technique

Starting when you choose this tradition at 3rd level, you are able to overpower your opponents with technique rather than raw strength and become so proficient with it that you can execute these techniques instinctively. You gain the following benefits:

  • You can use your Dexterity modifier in place of your Strength modifier when making Strength checks involving grappling and shoving. 
  • When you use Flurry of Blows or make an opportunity attack with an unarmed strike, you can replace an unarmed strike with a grapple or shove instead.
  • Once on each of your turns, when you hit with an unarmed strike, you can additionally attempt to grapple or shove the target as part of the attack.

Grab and Strike

At 6th level, you gain the ability to enhance your techniques with your ki. You gain the following benefits:

  • When you successfully grapple a creature and you are not grappling another creature, you can spend 1 ki point to also knock the creature prone as part of the same action (no additional checks or saves required). 
  • When you successfully push a creature within your reach, you can spend 1 ki point to push that creature an additional 10 feet.

Separate and Break

Beginning at 11th level, you can inflict your techniques on even those that are normally unaffected. When you hit with an unarmed strike, you can attempt to mark the target. The target makes a Constitution saving throw or is marked until the end of your next turn. You gain the following benefits against a marked target:

  • You ignore any immunity to grappled or prone when performing a grapple or shove a marked creature.
  • You can grapple or shove a marked creature that is Huge or smaller. 
  • Once on each of your turns when you successfully grapple or shove a marked creature, you can deal bludgeoning damage to the target equal to one roll of your Martial Arts die.

You can only attempt to mark a target once per turn, or you can expend 1 ki point to attempt to mark a target again in the same turn.

Swift Finish

At 17th level, you can allow your body to temporarily surpass its limits. As a bonus action, you can gain the benefits of the haste spell for 1 minute (no concentration needed). When the state ends, you suffer from the effects of lethargy as stated in the spell.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 ki points to use it again.

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