Base Class: Monk
Monks of the Lottatur tradition didn't learn their martial arts in serene, incense-filled temples. They learned them in the blood-stained fighting rings of the Basin district. They are scrappers, showmen, and survivors. To them, every chair, broken bottle, or heavy rock is a weapon, and the only fair fight is the one you win.
Level 3: Ring Weaponry
You have mastered the art of turning your environment into an armory.
- You gain proficiency with improvised weapons.
- Improvised weapons count as Monk weapons for you. You can roll your Martial Arts die in place of the normal damage of the improvised weapon, and you can use Dexterity instead of Strength for the attack and damage rolls.
Level 3: The Iron Grip
A true wrestler controls the flow of the match by controlling the opponent's body.
- You can use your Acrobatics (Dexterity) modifier instead of your Athletics (Strength) modifier when attempting to grapple or shove a creature.
- When you hit a creature with an unarmed strike or an improvised weapon as part of the Attack action, you can attempt to grapple that creature as a bonus action.
Level 3: Dirty Tricks
You know exactly where to strike to cripple your opponent. Whenever you hit a creature with an unarmed strike or an improvised weapon, you can spend 1 Ki point to apply one of the following dirty tricks. The target must succeed on a Constitution saving throw against your Ki save DC or suffer the effect:
- Eye Gouge: The target is Blinded until the end of your next turn.
- Low Blow: The target's speed is halved, and it has Disadvantage on the next attack roll it makes before the end of your next turn.
- Throat Chop: The target cannot speak or cast spells with verbal components until the end of your next turn.
Level 6: Off the Top Rope
You know how to use momentum and gravity to break your enemies.
- High-Flying Strike: If you move at least 15 feet in a straight line toward a creature, or drop at least 10 feet onto them from above, your next melee weapon attack deals extra bludgeoning damage equal to one roll of your Martial Arts die. If the attack hits, the target must succeed on a Strength saving throw against your Ki save DC or be knocked Prone.
- Hardened Scrapper: Your attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Level 11: Submission Hold
You lock your enemies in excruciating holds that they cannot easily escape.
- While you have a creature grappled, that creature is considered Restrained (meaning attack rolls against it have Advantage, and its attack rolls have Disadvantage).
- While grappling a creature, you can use a bonus action to spend 1 Ki point to painfully wrench their limbs. The creature automatically takes bludgeoning damage equal to two rolls of your Martial Arts die.
Level 17: The Finishing Move
You can execute a devastating, crowd-pleasing throw that shatters bones and ends fights instantly.
- As an action, you can spend 3 Ki points to lift a creature you currently have grappled and slam them brutally into the ground.
- The creature takes bludgeoning damage equal to 5 rolls of your Martial Arts die + your Dexterity modifier.
- The creature must succeed on a Constitution saving throw against your Ki save DC or be Stunned until the end of your next turn.
- After executing this move, the grapple ends, and the creature is left Prone.
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