Monk
Base Class: Monk

A master of showmanship, stamina, and technique, the wrestler finds ways to express their innate love of creativity and performance while dealing out the pain. Many adopt alternate personas to don in the thick of combat, adding a dramatic flair to the tension and finale of a fight. When a brawl is brewing, a wrestler is the first to enter the ring and the first one ready to rumble.

Theatrical Combatant

When you choose this tradition at 3rd level, your brawling style is uniquely your own, mixing technical maneuvers with showmanship, theatrics, and flair. You gain proficiency in Performance and your choice of Deception, Insight, Intimidation, or Persuasion. You also gain proficiency with a disguise kit if you don’t already have it.

Challenger's Hold

At 3rd level, you learn how to weaponize an opponent's body against them with a myriad of holds and grips. You can use Strength (Athletics) or Dexterity (Acrobatics) when attempting to grapple a creature, and you can spend 2 ki point as part of the contested check to give yourself advantage on that check.

Whenever you hit a creature that is equal in size to you or smaller with a melee attack roll, you can attempt to grapple that creature as part of the attack. You may have one creature grappled in this way at a time. Once per turn, you can impose one of the following effects on a creature you have grappled:

  • Vice Grip. The grappled creature takes bludgeoning damage equal to your monk level and has disadvantage on its next attack roll, ability check, or saving throw.
  • Collateral Heave. You throw the grappled creature a number of feet equal to 5 times your Strength or Dexterity modifier (you choose). The creature and any other creatures it hits must succeed on a Dexterity saving throw (the DC equals your Ki save DC) or take bludgeoning damage equal to your martial arts die and be knocked prone. On a successful saving throw, a creature takes half damage and isn't knocked prone.
  • Meat Shield. You gain a reaction that you can take before the start of your next turn. When you would be hit with an attack roll, you can use your reaction to impose the creature you have grappled between you and the attack, making it the target instead.

At 11th level, the size in which you can apply these abilities increases to one size larger than you or smaller.

All Part of the Show

Starting at 6th level, you have learned to roll with the punches - never betraying the punishment you're enduring, or about to dish out. When you are hit with an attack roll or fail a saving throw, you can use your reaction to choose one of the following effects:

  • Still in the Fight. You expend any number of ki points and roll that many martial arts dice to gain temporary hit points equal to the roll.
  • Dramatic Upset. You gain a bonus to your next attack roll, ability check, or saving throw equal to one roll of your martial arts die.

You can use this feature a number of times per long rest equal to your proficiency bonus.

Bonebreaking Slam

Starting at 11th level, you have mastered the application of such decisive force that you can channel your Ki to break bones and hobble your foes. While you have a creature grappled, you can use your bonus action and expend 4 to 10 ki points to perform a Bonebreaking Slam.

The grappled creature must succeed on a Dexterity saving throw (DC equals your Ki save DC) or take bludgeoning damage equal to a number of rolls of your martial arts die equal to the ki points expended and be knocked prone. If a creature fails this saving throw by 10 or more, the creature is also paralyzed until the start of your next turn. On a successful save, a creature takes half damage and isn't knocked prone.

Succeed or fail, the creature is no longer grappled by you.

Champion's Beatdown

At 17th level, you gain the ability to turn your enemies own bodies against them, dramatically swinging them about to crash into their allies. While you have a creature grappled, you can still make melee attack rolls with your unarmed strikes against other creatures within your reach, using the grappled creature as your weapon. On a hit, the target and the grappled creature both take damage.

Effects and abilities that require you to hit a creature with a melee attack roll to activate (such as Stunning Strike) can be applied to either creature on a hit. If the ability costs Ki to points to activate, that ability can be applied to both creatures at the same time for double the normal Ki point cost.

Comments

Posts Quoted:
Reply
Clear All Quotes