Monk
Base Class: Monk

The way of the Great Boa is one of the oldest, most remote sects of monastic warriors. The originators of their order,  hailing from far off tropics, learned techniques that are quite unique from those practiced by other monks. The Great Boa monks rely not just on great strength but unparalleled technique, to quickly subdue and dismantle their enemies.

Believing that the lifeforce they honed was best utilized at mastering their own bodies, the Way of The Great Boa teaches each of its practitioners that through mastery of others, we can attain mastery of ourselves. In this way, much of the order is devoted to finding perfection and peace in battle.

Anaconda's Might

 Starting at 3rd level, you can spend 1 ki point and for 1 minute, you count as one size larger when determining incumbrance, a grapple check, or how much you can push, drag, or lift. At level 15, you count as two sizes larger to determine these these checks and amounts instead.

While this ability is active, you may also grapple enemies that are 5 feet further away from your unarmed melee attack range. If you successfully grapple an opponent this way, you may pull them 5 feet closer to you, in the square between you and them.

Channeled Physique

Also starting at 3rd level, you use your Constitution modifier instead of your Wisdom modifier for Unarmored Defense.

You also gain proficiency in Athletics if you are not already proficient.

Shootfighter

Starting at 6th level, you may spend a ki point when you take the attack action. If you do, you make an additional attack during your attack action this turn, so long as your first attack is a grapple.

This ability can only be used on creatures you are not currently grappling.

Rolling Guard

Also at 6th level, if you are grappling an opponent, you may spend a ki point and use your reaction to cause the grappled foe to become the target of any attack or spell from a source you can see, as long as it comes from a source other than the grappled foe. You may wait to see any attack roll but not whether it hits before choosing to use your reaction.

Signature Technique

Upon reaching 11th level, you've gained the ability to inflict brutal injuries with your signature style. Choose one of the following abilities:

Punishing Submissions: You inflict sadistic injuries upon your foes while grappling them. At the beginning of your turn if you are grappling an enemy, you may spend 2 ki points and have them make a strength saving throw equal to 8 + your Strength bonus + your Proficiency Bonus. Creatures who fail their save take 4d10 bludgeoning damage and have disadvantage on any attempt to escape being grappled before your next turn. On a successful save, the creature takes half damage and can attempt to escape your grapple as normal.

Angel Breaker: As an action, you may spend up to 2 ki points and hurl an enemy enemy you are grappling 30 ft in a direction of your choice.

When you do, you may throw them at an enemy within range. When the enemy you threw lands, they take 4d6 bludgeoning damage. If you targeted an enemy with the throw, that enemy must make a dexterity save against a DC equal to 8 + your proficiency bonus + your Strength bonus. If they fail, they also take 4d6 bludgeoning damage, taking half as much on a successful save.

Daredevil Leap: As an action, you may spend 4 ki and jump up to 20 ft vertically and up to 30 feet horizontally, landing within 5 feet of a nearby enemy. When you land, you make an unarmed melee attack against that enemy and if you hit, deal 8d10 bludgeoning damage and they are knocked prone. If you miss, you instead take 4d6 bludgeoning damage and fall prone in front of your enemy.

Indomitable Athlete

Also at 11th level, you’ve achieved unparalleled athletic and acrobatic abilities. When you make an athletics or acrobatics check, you can treat a d20 roll of 9 or lower as a 10.

Might of the World Serpent

When you reach 17th level, your gain one of the following abilities:

Grasp of the Mighty Boa: Your ceaseless dedication to the art of grappling, holds, and submission techniques has made you nearly unbeatable in single combat. Creatures you are grappling cannot take any other action except to attempt to escape your grapple. While grappling an enemy, you can still move your normal walk speed each round. Also, you are immune the grappled or restrained conditions.

Might of a Thousand Warriors: You summon the ancestral power of the primeval founders of the Way of the Great Boa. You may spend 5 ki and gain advantage on all strength checks and saves. You deal an additional 1d10 force damage with each melee attack and multiply the weight you can push, drag, or lift, as well as your total encumbrance by 10 for 1 minute.

Invincible Physique: You have hardened your body through years of training to shrug off the most savage blows. You gain the following properties:
- You gain 2 additional hit points for each Monk level you have.
- You gain advantage on Constitution saving throws,
- You may spend 1 ki on your turn to gain damage resistance against slashing, piercing, and bludgeoning damage for 1 minute.

 

Way Of The Great Boa Image

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