Monk
Base Class: Monk

The Way of the Moving Body teaches its adherents how to use the forces of their entire body to subdue any and all enemies.  Masters of controlling both the bodies of themselves and their enemies, these monks have show their skill in devastating throws, slams, and clinching strikes.  These monks have also developed and mastered the use of Pugilist Gloves, which are weighted hand and wrist gauntlets that add force to hand strikes and to their ability to manipulate the head and limbs of their opponents during throws.

Clinch Fighter

Whenever you are successfully grappling an opponent, you can impose one of the following:

  • It is denied its Dexterity Bonus to its AC
  • It makes any Escape check at Disadvantage
  • It makes any Acrobatics/Athletics check to prevent being tripped at Disadvantage

Moving Bodies

At 6th Level, you have mastered the finer points of leverage and can now manipulate the momentum of yourself and your opponent to great effect.  You gain access the following attack types (to be used either as Actions or Bonus Actions):

  • Slam - Popping your hips, rotating your shoulders, and manipulating the limbs of your opponent, you bring them over the fulcrum of your body (be it a suplex, heel trip, hip throw, or other method) and bring them forcefully into the ground or surrounding environment.  This attack deals 2d4 damage and increases by 1d4 at Monk Levels 11, 15, and 20.
  • Take Down - Roll a Grapple attack; if successful, you are able to grab onto your opponent and move them to any 5ft-space adjacent to your or opponent's current space and they are now pinned
  • Ground and Pound - Whenever you have successfully pinned your opponent, you may make unarmed attacks against them with Advantage.  You make these attacks as normal attacks (allowing you to use your Action, Bonus Action, and any Ki related ability as normal.)

Submission Specialist

At 11th Level, you have mastered the manipulation of the various parts of the body and can leverage this against your opponents.  While grappling or pinning an opponent, you may attempt to lock in a submission hold (to include a choke hold.)  To make this attempt, you must use your Action to make an opposed Athletics check.  On a successful check, you pass into a submission position on a limb (arm, leg, wrist, ankle, throat, neck, etc.)  You can then use your Bonus action (on this and every other turn, so long as the hold is applied) to apply pressure and cause damage equal to your Martial Arts damage die.  Each round, on your opponent's turn, they can attempt to escape your grasp by making an Athletics, Acrobatics, or Sleight of Hand check (their choice.)  This attack cannot be made against creatures without definitive forms (e.g. gelatinous cubes, Animated Armor, etc.)  

For every 2 full rounds in which you maintain the hold, you add an additional Martial Arts die to your damage (e.g. At level 11, you successfully apply a submission hold to an opponent in Round 1, you would deal 1d8 + Strength Modifier for your submission on each Attack.  If you maintain the hold, on Round 3, you would deal 2d8 + Strength Modifier, and on Round 5, you would deal 3d8 + Strength Modifier.) Unarmed strikes can be made using the Attack Action - this does not release the hold unless you want it to.

Moving Ki

Starting at level 17, you have utterly mastered the body and the ki that flows within.  Whenever you succeed in an attack made with your Action, using Flurry of Blows, or a Moving Bodies attack, you can spend 2 ki points to imbue your strike, slam, throw, or submission with an immense surge of ki, instantly doubling the total damage dealt - all other damage modifiers that may apply are also doubled (i.e. such as Sneak Attack, magical weapons, etc.)

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2023 6:44:15 PM
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