Monk
Base Class: Monk

Warriors of Harmonious Spirit seek to master an art that allows them to defend themselves while sparing their opponents unnecessary injury. They believe that true martial mastery lies not in the ability to inflict harm, but in the ability to bring a conflict to an end without resorting to needless violence.

Early practitioners discovered that striking an armored opponent was often ineffective, while meeting strength with strength left little room for advantage. Instead, they developed techniques centered on pins, joint locks, and throws, learning to control an adversary’s movements rather than overpower them. By studying balance, timing, and the flow of motion, they learned to turn an opponent’s aggression against them, using the force of an attack to create openings for restraint.

To these monks, every attack presents an opportunity for control. A powerful strike can become a grasp, a forward rush can become a throw, and a struggle can end with an opponent safely restrained rather than broken. Though their methods can be formidable, practitioners of Harmonious Spirit strive to use only the force necessary to protect themselves and others. Their art teaches that strength and compassion need not be opposites, and that the greatest victory is one in which both defender and aggressor walk away unharmed.

Art of Control

You have developed a mastery of control, using precise technique, leverage, and positioning to overcome an opponent's strength. Rather than relying on brute force, you dictate the flow of combat by exploiting weaknesses and turning an opponent's own actions against them.
Ground Fighting: You have mastered fighting from the ground and are not hindered by taking the fight to the ground. While you have the Prone condition, you don’t have Disadvantage due to the Prone condition on attack rolls, and the Prone condition doesn’t grant Advantage on attack rolls made against you.
Iron Grip: At the start of each of your turns, you can deal damage to a creature Grappled by you with your Unarmed Strike. You don't add your ability modifier to the damage roll unless that modifier is negative.
Disarming Strike: While you have a creature Grappled you can replace one attack with a monk weapon or unarmed stike and expend 1 Focus Point to target an object the creature is holding. The creature must succeed on a Strength saving throw or drop the object. The object lands at its feet.

Hip Throw

You have learned to exploit an opponent's balance and momentum, using precise positioning and leverage to redirect their movements. By disrupting their balance and guiding their momentum, you send them crashing to the ground.

When you Shove a creature that you have Grappled, you can expend 2 Focus Point to perform a Hip Throw. When you do, you can move the creature to an unoccupied space you can see within 20 feet of yourself.

If, at the end of this movement, the creature is on a surface or liquid that can support it, the creature takes Bludgeoning damage equal to two rolls of your Martial Arts die and has the Prone condition.

If, at the end of this movement, the creature isn't on a surface or liquid that can support it, the creature falls. It takes damage as normal for the distance fallen, except that each d6 of Bludgeoning damage is replaced by one roll of your Martial Arts die. The damage dealt by this fall can't be less than two rolls of your Martial Arts die.

Harmonious Restraint

You have mastered the art of harmonizing your body and spirit with those of your opponents. Through this connection, you can disrupt their inner balance, suppressing their ability to evade your holds or escape your grasp through the mastery of your own skill and spirit. As an Action, you can expend 4 Focus Points to enter a focused state for 1 minute. The state ends early if you are Incapacitated or if you choose to end it (no action required).

While this state is active:

  • Greater Grapple: You can Grapple and Shove creatures up to two sizes larger than you.
  • Pin: When you take the Attack action or use Flurry of Blows, you can replace two Unarmed Strikes with an attempt to pin one creature Grappled by you. The creature must succeed on a Strength or Dexterity saving throw (its choice), or it has Disadvantage on Strength and Dexterity ability checks until the Grapple ends.
  •  Improved Stunning Strike: Now when you attempt a stunning strike. On a successful save, the target has Disadvatage on its next strength or dexterity saving throw along with the other effects.

Spirit Constriction

Your mastery of the connection between body and soul allows you to seize the very essence of a creature you have Grappled. By channeling your own energy into your opponent, you constrict their body and disrupt the flow of their life force, steadily weakening them as though an unseen serpent were tightening its coils. Their strength fades, their voice falls silent, and their very being grows heavy beneath the crushing weight of your spirit.

When you Grapple a creature and at the start of each of your turns, you may expend 2 Focus Points to force a creature Grappled by you to make a Constitution saving throw. On a failed save, the creature gains 1 Exhaustion level and is silenced, a creature can only suffer this effect once per round. A silenced creature can't speak or provide Verbal components for spells until the start of your next turn or if the grapple ends. When a creature would reach the 6th Exhaustion level, you may have the creature be knocked out instead of die. If you choose to do so, reduce the creature to 1 Hit Point and 5 Exhaustion levels. The creature then has the Unconscious condition and starts a Short Rest.

The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.

Previous Versions

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