Base Class: Monk
A glimpse. A flash. The prowess of many warriors comes from fine training in martial arts, but your monastic path already granted such feats. By adopting the techniques of Glima, you become a master in controlling your opponents, locking them into close combat and causing pain by twisting arms and legs. You dominate your foes with fast movements, quick defenses, and overwhelming strength.
Level 3: Lausatok
At 3rd level, you gain proficiency in Athletics and you can use your [ability]Strength[/ability] score instead of your [ability]Dexterity[/ability] score when calculating Armor Class with the Unarmored Defense feature.
Armor Class
You can choose to use your [ability]Strength[/ability] score instead of your [ability]Dexterity[/ability] score when calculating Armor Class with the Unarmored Defense feature.
Hand on the Neck
At 3rd level, you gain the following features:
- Creatures you are grappling have disadvantage on all attack rolls.
- When you successfully grapple a creature, or when that creature escapes your grapple, you can spend 1 Ki Point to deal damage equal to your Martial Arts Die + your Strength or Dexterity modifier.
Destructive Throw
Starting at 6th level, as an action you can spend 1 Ki Point to use whatever you have in your hand, not anchored to the ground, as a projectile. The object or creature must be size Large or smaller. This is an improvised simple thrown weapon with a range of 10/30 feet that deals damage equal to your Martial Arts die + your Strength or Dexterity modifier on impact. If the hurled object is a creature, it takes the same amount of damage, regardless of whether the attack hits or misses.
Grip of Iron
Starting at 11th level, if you are about to lose a contested grapple check, you can spend 2 Ki Points to strengthen your grip. You take bludgeoning damage equal to your level + the difference between your check and the opponent's check, but you automatically win the check. This damage cannot be prevented by any means, as you deliberately open your guard to ensure your hold on the target.
Flash Victory
Starting at 17th level, if you are within reach of an enemy at the start of the round, you can spend 4 Ki Points to make a grapple attempt with advantage on the roll. This check happens before the normal intitiative count and you are still entitled to your normal turn.
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