Base Class: Monk
Monks that take the Way of the Grasping Fist can take advantage of their opponents helplessness by using submissions and striking key points on the body to render them mute and immobile. Becoming entangled with a Grasping Fist can mean certain doom for those that cannot escape their hands.
Disorienting Strikes
Starting when you choose this tradition at 3rd level, you can . Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following Effects on that target:
- Leg Sweep - It must succeed on a Dexterity saving throw or be knocked prone.
- Ear Slap or Eye Gouge (must have at least one open hand) - It must make a Constitution saving throw. If it fails, it gains either the Blinded or Deafened condition (for one d4 rounds)
- Headbut - It can’t take Reactions until the end of your next turn.
Dislocate
As an action you can spend 1 ki point to make a single unarmed strike and attempt to dislocate a limb of a creature you have grappled dealing unarmed strike damage on a successful hit
The creature must succeed a STR saving throw. On a failed save the creature's limb is dislocated.
- Arm - The creature drops anything being held by that limb and has disadvantage casting spells with semantic components
or
- Leg - The creature's speed is halved
The creature loses function of the limb until it takes an action to put the joint back in place
Concussive Blow
Beginning at 11th level you as an action spend 2 ki points to make a single unarmed strike to hit a creatire in the head or throat dealing the monks unarmed strike damage on a successful hit.
The creature must succeed a CON saving throw. On a failed save the creature:
- Head - The creature is under the effects of the Confusion spell for one d6 rounds.
or
- Throat - Speaking or Casting spells with verbal components is impossible for one d6 rounds.
At the start of each of its turns the creature can attempt another save to end the effect.
Coiling Grasp
At 17th level you can attempt to squeeze the life out of an creature you have grappled. As an action you spend 2 ki points to constrict the grappled creature, forcing it to make a CON saving throw.
- On a failed save the creature takes 2 points of exhaustion and remains in the constrictive hold until the beginning of your next turn
- On a successful save the creature takes no points of exhaustion but remains in the hold until the beginning of your next turn.
At the beginning of each turn, you may spend 1 ki point to maintain your constrictive hold or release it.
Maintaining the hold forces an additional CON saving throw.
- On a failed save the creature gains 1 additional point of exhaustion and remains in the hold until the beginning of your next turn.
- On a successful save the creature gain no additional points of exhaustion but remains in the hold until the start of your next turn.
Creatures can interrupt the hold by breaking the grapple.
Exhaustion points gained this way remain even after the hold is interupted or released.
A creature may remove points of exhaustion by taking a long rest, the spell Greater Restoration, or by drinking a Potion of Vitality.
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