Base Class: Monk
Through the manipulation of your opponents centre of gravity control the flow of individual combat.
Grapple
starting at 3rd level you can use Acrobatics instead of Athletics in grapple situations.
once per turn while you have an opponent grappled instead of an unarmed strike you can deal a martial arts die + Prof (Bludgeoning) damage as a joint lock or choke.
If a Grapple is being attempted against you and fails you can expend 2 Ki points to grapple them instead.
you can spend 1 ki point to grapple a creature 1 size larger then would usually allow.
Trip
When a unarmed strike would land you can spend 1 Ki point to instead Knock an opponent prone.
if the opponent is grappled by you when tripped they take damage equal to your proficiency bonus (Bludgeoning) and remain grappled.
Throw
If you have an opponent grappled and they are standing you can expend (X) Ki to deal (Y) times (Martial die damage + Dex + Prof) damage to them by knocking them prone, you can Throw them into any unoccupied area within 5 Feet of you. this removes the grappled condition.
(X) and (Y) are determined by size:
(Size: (X),(Y)) small:1,1 medium:2,2 Large:4,3 Huge:8,4 Gargantuan:16,5
Throw Counter
When a melee attack against you misses (and you are not grappling a separate opponent) you can expend 2 Ki points to use Throw against them (ignoring the grappled requirement).
you can use this feature a number of times equal to your proficiency modifier per long rest
Mastery
When you make a Grapple you roll at advantage, you can spend 3 Ki points to impose Disadvantage on your opponents Grapple rolls.
When you have an opponent grappled you can use the joint lock or choke longer meaning you can replace 2 unarmed strikes for chokes or joint locks.
When you Throw an opponent you can spend 5 Ki and they must succeed on a Con save equal to half the damage dealt or be knocked unconscious.
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