Monk
Base Class: Monk

Way of CQC is intended to focus on a set of skills that increase with every tradition level. They forego skills and magic abilities for pure combat. Unlike most of the  other traditions, you are still able to preform some of your subclass abilities without ki, helping alleviate a big gripe with monk.

Is it balanced?- Absolutely not. I tried, but im sure smarter folks will tear it apart. Power gaming and munchkin-ing is dumb, so I wont be coming up with some min-maxed bs that can strangle a tarrasque to death at level 4, but I know a large chunk of people will absolutely do so

Who is it made for?- Me and anybody else who likes Metal Gear.

Why doesn't this include XYZ thing to make it more like Solid Snake/Big boss?- when making a character based off other characters, you'll never get every aspect of that character. Because of this, you can only pick a certain focus of a character to take inspiration from. I focused on the punchy/grabby aspect of Big Boss and CQC. If I wanted stealthy/shooty or stealthy/grabby, I would have made something else

Grapple Initiate

You can use acrobatics to grapple a creature, and gain profeincy in acrobatics. If you already have profeincy, then choose another skill.

Level 3: Basics of C.Q.C

When you hit a creature with an unarmed attack or 1 handed monk weapon, you can choose one of the following

     • Slam- target makes a dex save vs. your ki save DC or be knocked prone. On a failure, you may spend 1 ki to deal 1 roll of your martial arts die and reduce the targets movement speed to half

     •disarm- you can spend 1 ki to attempt to disarm target. Target makes a strength saving throw vs. your Ki save DC. On a failure, target drops 1 held item and you can move it up to 15 ft. away. Target gains advantage on roll if item is held in 2 hands

     •grab- you can initiate a grapple

Level 6: Improved CQC

     •Stunning slam- When spending a ki point for your slam, you may spend another ki point to attempt to apply your stunning strike. Target rolls their save with disadvantage.

     •You're pretty good- When being hit with a melee weapon, you may spend a ki point to use your deflect missiles abilty on it. If this would reduce the damage to 0, you instead disarm the target rather than attack it

     •Chokehold- creatures grappled by you are silenced until the grapple is broken

 

No Escape- damage preformed by your abilities benefit from your Ki-empowered strikes

Level 11: Master of CQC

    •Chain Slam- When using a stunning slam, you can attempt to preform another on a creature within 15 feet of the first. This movement does not count against your total movement per round. You can repeat this process, spending 1 ki per attempt after the second and up to a number of targets equal to half your profeincy bonus rounded down. The 15 feet movement resets every attempt and on the most recent target. Once you use this abilty, you must take a short or long rest before you can use it again

     •not cut out for this weapon- when you disarm a creature, until the end of your next turn, the weapon becomes a monk weapon for you and you gain profeincy with it. Additionally, when you disarm a target, you may equip the weapon, dropping any held item if the weapon requires 2-hands and use your reaction to make an attack with it.

     •Iron Grip- you gain advantage on all checks to initiate and maintain your grapple. You may move your full movement speed when grappling and can no longer be restrained while grappling

Level 17: Legendary Warrior

     •Concussing slam- when you preform a stunning slam, you pay an additional ki point, totalling 3, to instead attempt to render the target unconscious instead. Target makes a con save with disadvantage. On a failure, target is rendered unconscious for 5d6 rounds. Interacting with a target made unconscious this way does not wake them up and remain unconscious for the duration. Succeeding the save, or if the creature is immune to being unconscious, still renders the target stunned

     •Field strip- when you disarm, you can target any equipped item from the creature. A wizards component pouch, a warriors armor, or anything else equipped by the creature. Non-weapon items can not benefit from your "Not cut out for this weapon" feature

     •Neck-Snap- when you have a creature grappled, you may spend 3 ki points to attempt to outright kill the grappled creature. You force target must make a constitution saving throw. On a failure, the creatures hit points is reduced to 0. On a success, creature is dealt 10d10 blunt damage.

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