Monk
Base Class: Monk

Monks of the Way of Mixed Arts have observed and study all known methods of hand-to-hand fighting.  They have taken only the most useful techniques from every martial art and combined them to create a a fighting style that utilizes their entire bodies to defeat enemies and overpower monsters in a simple, effective, and powerful ways.  The Way of the Mixed Arts uses techniques from the Monastic Traditions of the Open Hand, Sky and Ground, Brawler, 8 Limbs, A.'shakan, and Grappling Arts to control and damage their opponents into submission.

Mixed Arts Techniques

Starting at 3rd Level, choosing the way of the Mixed Arts unlock the Mixed Arts techniques.  You can spend a ki point to perform one of four techniques leveraging your skill and  Positioning over the target.

Positioning

The Mixed Arts Monk uses their entire body as a weapon and uses grappling with restraining techniques to defeat their opponents in addition to kicks, punches, knees, etc. The Monk’s position relative to their opponent is critical to how much control they have against their opponent and therefore how much damage they can inflict.

Positions for you are ranked as Full Mount/Back Control > Side Control > Full Guard.  The following Position table indicates what position you achieve after a successful Takedown action, what attack actions can be taken by you and how position affects the DC of saves for the creature against your subsequent actions:

 

DC Fail Result for Takedown

Position DC Modifier

Available Techniques

Standing (Front)

>DC

+0

Takedown, Submission, Debilitating Blows

Full Guard

<DC-2

+0

Advance Position, Debilitating Blows

Side Control

<DC-4

+1

Advance Position, Submission, , Debilitating Blows

Full Mount/Back Control

<DC-6

+2

Advance Position, Submission, , Debilitating Blows

Stealthy approach

N/A

+2

Takedown, Submission, Debilitating Blows

Note: Stealthy approach results from successfully sneaking up on a creature from behind.

The creature, as an action,  can escape this position by succeeding on a STR or DEX (target creature’s choice) saving throw of DC 8+DEX+Proficiency Modifier+Position to scramble out from under you.  

If the creature rolls a natural 20 in its success or succeeds by more than the DC+6, the creature not only escapes the position but can reverse it such that you now become restrained/grappled.

 If the creature rolls a 1, or fails by more than DC-6, then it takes a martial die of damage.

Takedown

As an action, you can spend 1 Ki point to slam a creature against anything within 5 feet, the target must succeed a STR or DEX (target creature’s choice) saving throw DC 8+STR+Proficiency Modifier+Position or be knocked prone and take a martial arts die of damage.  If the creature is in a size category larger than you, the creature's saving throw is at advantage.

You may choose to follow the creature to the ground.  If you follow the creature to the ground, the creature is also considered restrained/grappled due to your advantageous position on the ground with the creature.  You will also be considered prone to all other creatures except for the creature you have successfully taken down.

Advance the Position

As a bonus action, you can spend 1 Ki point to advance the position on a creature you successfully taken down and are grappling with.  The target must succeed  a STR or DEX (target creature’s choice) skill check DC 8+DEX+Proficiency Modifier+Position or you advance by one position rank.  Current position rank does not affect the DC for this save.

Submission 

As an action, you can spend 1 Ki point to perform a submission on a creature, the target must succeed a STR or DEX (creatures choice) saving throw DC 8+STR+Proficiency Modifier+Position or take a martial arts die of damage at the start of each one of its turns while they are trapped. At the end of each of its turns, it can make another saving throw to escape.  Submissions can be performed while standing or while grappling a creature with the DC modified according to the position table.

If the damage from a submission reduces a creature's HP to 0, you can choose to incapacitate vs kill the creature.

 Debilitating Blows

As part of an attack while standing, you can spend 1 Ki point to target a weak point with your hardened limbs causing its movement to be halved until the end of its next turn or its next attack to be performed with disadvantage.


 

Counter Strike

At 6th level, you learn how to take advantage of your enemy's mistakes. As a reaction, when an enemy attack misses you, you can spend a ki point to perform a counter strike.  If the strike connects the target becomes dizzy and can't take reactions until their next turn.


 

Experienced Warrior

As an experienced warrior, your body has been hardened and with an ability to time your attacks to make them more effective.  On a successful attack, instead of rolling one Martial Arts die for each attack, you can choose to roll two*. You can use this feature a number of times equal to 1/4 of your level, rounded up. Once you have spent all of the uses of this feature you must spend a long rest to regain these charges. You can use this feature after 11th level. 

*If you use Flurry of Blows each dice that you would roll normally becomes two dice. 


 

Mixed Arts Master

At 17th level, you have become a master at securing devastating submissions and delivering precise hits to enemies' weak points. When you hit a creature with an unarmed strike or successfully secure a submission, you can spend 3 ki points to focus a powerful blow to a weak point or clamp down swiftly on the hold.  The creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 force damage.

Previous Versions

Name Date Modified Views Adds Version Actions
12/10/2023 6:10:30 PM
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