Monk
Base Class: Monk

The Way of the Flying Muscle teaches its students to prioritize teamwork, submission of the opponent and to fall from inconceivable heights. Students can earn the Wrestler title if they endure the initiation trial. Once they become a wrestler they take a vow in which they forgo their previous self and create a new persona, with their face concealed behind a mask they change their name strive to become a living legend.

A Wrestler enjoys performing gravity defying stunts usually to enroll new students and procure money for their school or charity events. 

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the entertainment of highly theatrical fights, showcasing gravity defying movements. You also gain proficiency with the disguise kit if you don’t already have it.

Muscle talk

Starting when you choose this tradition at 3rd level, during battle your actions speak louder than your words, your allies understand what you are trying to do with just a gesture, you gain advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. If you decide to grapple or shove your opponent, you gain advantage on the check if the conditions mentioned above are met.

You gain a new attack option that you can use with the Attack action:

Body Slam. This special attack can only be used if you drop from at least 10 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4, if the attack hits both you and the target of the attack will be prone, if the attack fails only you end up prone. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

Submission

Starting at 6th level, your size is considered large for grappling effects and you gain the following benefits.

Ground Work. If you are prone, enemies won’t get advantage on attack rolls against you.

Headlock. Moving grappled creatures smaller than you will no longer hinder your movement.

Crowd Pleaser. After spending 1 Ki point for Flurry of Blows, you can use grapple and/or shove instead of Unarmed strikes.

Finishing Move

At 11th level, you gain the ability to harness your inner strength to reach gravity defying height. 

Improved High Jump. When attempting to make a High Jump you'll leap a distance equal to 5 + your Strength and Dexterity modifier. You are no longer required to move at least 10 feet on foot immediately before the jump but you do need to start the jump from a height of more than 5 feet from the ground. 

You can increase the jump height by spending ki points. Each point you spend, increases the height by 5ft. If you jump while grappling an enemy, the falling damage is duplicated. Your damage applies following the standard rules.

Earthshatter

At 17th level, your body mass channels your inner strength causing an earth shattering rumble when you hit the floor from at least 15 ft. Every creature on a 30 ft. radius must succeed a Dex saving throw or fall prone. You can spend 2 ki points to attempt a Stunning Strike as a bonus action.

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