Monk
Base Class: Monk

Masters of folding clothes while they are still being worn, Warriors of the Gentle Art are skilled grapplers that can take a fight to the ground and dominate their opponents with superior technique. Usually, you can identify them by their cauliflowered ears and easy-going confidence.

Level 3: Groundwork

Starting at third level, your prowess in grappling opponents begins to manifest.

  • Add your Wisdom modifier to the DC for creatures to resist or escape your Grapple. Your Grapple DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) + your Wisdom modifier.
  • When you make a saving throw or ability check to resist or escape a Grapple, add your Wisdom modifier to the d20 test.

When you use your Unarmed Strike as part of the Attack Action on your turn, you can spend 1 Focus Point to attempt a Takedown. The target must succeed on a Strength or Dexterity saving throw (its choice) against your Grapple DC or gain both the Grappled and Prone conditions. This ability can only be used on a target no more than one size larger than you and if you have at least two free hands. You can use this ability only once per turn.

Level 3: Pass Guard

Also at 3rd level, if you are Grappling a Prone creature on your turn, you can use a Bonus Action to attempt to Pass Guard. The target must succeed on a Strength or Dexterity saving throw (its choice) against your Grapple DC or you gain the Prone condition and move into one of the following Positions: 

  • Guard: Creatures within 5 feet of you don’t have advantage on attack rolls against you because of the Prone condition. You have half cover against all attacks from creatures you aren’t grappling.
  • Mount: You don’t have disadvantage on attacks against creatures you are Grappling because of the Prone condition. Additionally, you score a critical hit on an Unarmed Strike against a creature you are Grappling on a roll of 19 or 20.
  • Control: Creatures you are Grappling have disadvantage on Escape Attempts. If a creature remains Grappled by you at the end of its turn, it gains 1 level of Exhaustion. 

 

You gain the benefits of only one Position at a time. The effects end if you change Positions, stop being Prone, or if the Grapple ends.

Level 6: Hooks In

Starting at 6th level, if you are in Guard, Mount, or Control and a creature succeeds on an Escape Attempt against your Grapple, you can use your reaction and spend 1 Focus Point to force it to reroll. The creature must use the new result.

Level 6: Smother

Also at level 6, if you are in Guard, Mount, or Control and the creature you are Grappling attempts to cast a spell with a verbal component, you can use your reaction and spend 1 Focus Point to interrupt the casting. The creature must succeed on a Constitution saving throw against your Grapple DC. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.

Level 11: Pressure Fighter

Starting at level 11, if you are in Guard, Mount, or Control, the creature you are Grappling has disadvantage on Strength, Dexterity, and Constitution saving throws.

Level 17: Ground and Pound

At level 17 you are at the apex of ground fighting

  • Creatures Grappled by you have Vulnerability to Force damage from your attacks, and they cannot have or gain Resistance or Immunity to that damage.
  • You count as being one size larger for the purposes of Grappling and Shoving.

Previous Versions

Name Date Modified Views Adds Version Actions
12/12/2024 6:22:28 PM
5
1
1.03
Coming Soon
12/12/2024 6:25:11 PM
4
1
1.04
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes