Base Class: Monk
The Way of the Mantis is primarily a combative tradition, and each follower of it may hold their own beliefs and moral codes, depending on where they are from or who they were taught by. Followers of this tradition practice a calculated fighting style, involving close-range striking, grapples, and throws.
Monks of the Way of the Mantis may be members of a secluded warrior clan, a town's militia, or even a self-disciplined martial artist. Followers of this tradition generally prefer hand-to-hand combat, and challenge their adversary directly over sneaky approaches.
Takedown
When you begin your practice of this tradition at 3rd level, your martial and physical prowess allow you to outmaneuver your opponent and throw them.
When a creature is grappled, you may spend 1 ki point to throw the creature as an action or bonus action. Make a Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you may throw the target up to 5 feet away from you, and the target is knocked prone. Additionally, the target takes damage of an unarmed strike. Upon failure, the target escapes the grapple.
Skill checks to grapple or shove a creature may be made with a Dexterity (Acrobatics) or Strength (Athletics) at your discretion.
Footwork
By 6th level, you've honed your alertness in battle to great precision, and find opportunities that few others would.
If a creature within your reach misses you with an attack, you may use your reaction and 1 ki point to attempt to throw the enemy.
Practitioner Conditioning
After reaching 6th level, your athletic training has begun to pay off.
You may attempt to grapple a creature up to two sizes larger than you, but the athletics or acrobatics check will be made with disadvantage
Precision
By 11th level, you've mastered the basics of this tradition without fault.
You have advantage on attacks made against an enemy you grapple, and may throw a creature up to 10 feet away. You are considered behind 1/2 cover so long as you are grappling a creature.
You may replace one of your attacks in flurry of blows with a throw with no ki point cost. This may only be done once per turn.
Expert Conditioning
By 11th level, you've put your body through rigorous training to keep fighting.
After taking the dash action, you may attempt to grapple a creature as part of the same action.
No Holds Barred
Upon reaching 17th level, you've mastered your fighting style. You've fought in more than gyms and temples, and you know competition rules don't win a fight for your life.
When you are grappling a creature, you may spend a ki point prior to taking the attack action to cause your next unarmed strike to be a brutal finishing strike or choke of your choice. If the attack lands, the target takes unarmed strike damage as normal and must succeed a constitution saving throw with a DC equal to 10 + your dexterity modifier + your wisdom modifier. If the target fails, it is incapacitated until the end of its next turn.
Master Conditioning
By 17th level, you've taken enough punches to know how to shake them off.
Once per short rest, you may use the bonus action dig in. Upon using this ability, you cannot be forcibly moved for one minute, and gain temporary hit points equal to 1d20 + your dexterity modifier + your wisdom modifier. So long as you have temporary hit points granted by this ability, you have advantage on constitution saving throws.
Previous Versions
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