Monk
Base Class: Monk

These monks don't punch their enemies until they are done. These monks like to get in close and hug their enemies, then punch their organs from a better angle while their enemies can't escape. Way of the Grappler focuses on grabbing the enemy, with strength or technique, and causing as much pain as possible, all in the while you grab their hopes of surviving. Because what is better than punching your enemy into submission, suplexing them into smithereens. To buff the monks they now have their number of Ki points + proficiency bonus.

(This subclass was based off grapplers in fighting games. Hope you get the references)

Nice Hug

At 3rd level, after many years of practicing your hugging technique no one can escape your love, nor your fury. You have advantage on grapple checks. You can use your Dex modifier to grapple an opponent. You can get the grappler feat regardless of your Str ability score. Using 1 Ki point you use 1 of these flashy moves as a bonus action on a target you are grappling, it ends the grappling condition.

- Suplex Roll: You roll a d6 for your bludgeoning damage. You keep rolling until you fail the dc of 2, the dc increases by 1 after every roll. After you fail a roll, add all the previous rolls and failed roll, + Str or Dex Modifier to the damage. This increase to a d8 at level 6 & d10 at level 10
- Judo Throw: You can throw the enemy you grapple 10ft in any directions, including up (but not down), if the enemy collides with an object or enemy both take a d6 points of bludgeoning damage. This increase to a d8 at level 6 & d10 at level 10
- Ankle Grip Tornado: Enemies in a 5ft radius centered on you, other than the one you grapple, must make a Dex save. If they fail they take a d8 + Str or Dex Modifier, including the grappled creature.
- Running Ground Slam: Your movement while holding your opponent is no longer halved. If you run at least 20ft you can make an unarmed strike on the creature you grapple

Body Block

At 6th level, with great skill you can manipulate whatever you are grappling to do what you want, like a meat shield. If another creature tries to attack you can use your reaction and 1 Ki point to redirect the attack to the creature you are grappling. If the attack beats the creature AC they take the damage instead of you. If the attack succeeds the creature is no longer grappled. If the attack misses neither of you take damage and you are still grappling the creature.

Unorthodox Hug

At 11th level, you learned the biggest weakness in your fighting is how close you need to be to win, that is no longer a problem. With your great fighting energy your Ki is visible, making a transparent image of your fighting spirit. Using this you can close the gap to enemies using Command Express or Diamond Chain. You can use either move up to a number of time to your proficiency bonus + Wisdom Modifier.

- Command Express: If you take the Dash action and run to a creature, you can pull in your fighting spirit to make the grapple action for free.

- Diamond Chain: You use your fighting spirit or a 50ft rope to target 1 creature you can see up to 50ft away from you. You make a grapple check. If they fail they are pulled towards you and are grappled. If they succeed they stay where they are.

Grappling Giants

At 17th level, your fighting spirit is so fierce it can help you grapple enemies. You can now grapple creatures 1 more size larger than you. With your mastered techniques you can take down enemies in new ways.

- Grapple Ready: As an action, increase your AC by your proficiency + Wis modifier. When an enemy makes an melee attack against you, if it succeeds (you still take the damage) or fails the attack, you can make a grapple check.
- Screw Piledriver: As an action, you jump 30ft vertically in the air with your grappled opponent (If there is a ceiling less than 30ft you go as high as the ceiling). Your opponent takes your fall damage, including their own, + proficiency bonus + Wis modifier. The target is still grappled. You can spend 2 Ki points for enemies in a 15ft radius of you must succeed a Dex saving throw or take 4d6 + proficiency bonus + Wis modifier force damage. On a success they take half
- Back Breaker: As an action, you can spend 3 Ki points. The target you are grappling must make a Constitution saving throw, and it takes 10 + 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This ends the grapple condition. In addition if they fail the Con save they are paralyzed for 1 turn.
- Choke Hold: If the creature you are grappling has HP less than your proficiency bonus + Wis modifier you can spend 2 Ki points to kill or knock unconscious the creature you are grappling. (This does not work if the creature you are grappling doesn't need to breath)

Suplex Roll (Clarification)

At level 3, You roll a d6 for your bludgeoning damage. You keep rolling until you fail the dc of 2, the dc increases by 1 after every roll. After you fail a roll, add all the previous rolls and failed roll, + Str or Dex Modifier to the damage. This increase to a d8 at level 6 & d10 at level 10

This means you need to roll 2 or more on the d6 to roll again, if you succeed then you need to roll 3 or more to roll again, then at least 4 to roll again, and so on. once you don't make the new dc you stop rolling then add your Str/ Dex modifier.

DC per roll; =2,3,4,5,6 for d6; 2,3,4,5,6,7,8 for d8; 2,3,4,5,6,7,8,9,10 for d10

e.g. i rolled 3,6,6,1 = 16 + Str/ Dex modifier, or 6,2 = 8 + Str/ Dex modifier

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