Base Class: Monk
Monks of the Way of the Twisting Serpent are masters in martial combat, especially when dealing with hand-to-hand and one-on-one encounters. After observing the mighty constrictor snakes strike and immobilize their prey, these monks developed a similar technique to subdue their foes. They are experts in using their grappling prowess to defeat their opponents and can channel their ki into powerful movements that render a creature powerless. Instead of punching and kicking, they may instead choose to squeeze and twist an opponent into unnatural positions. Many monks of this tradition prefer to steer clear of most weapons and find that their bodies are all that is needed to emerge victorious in battle.
Slithering Coils Technique
Starting when you choose this tradition at 3rd level, you have gained the ability to subdue opponents with powerful submissions. You can make grapple checks and checks to keep a creature grappled using either Dexterity (Acrobatics) or Strength (Athletics) and can apply double your proficiency bonus to these grapple checks. Additionally, you are able to grapple creatures that are up to two sizes larger than you. Instead of reducing a creatures movement speed to zero, if it is two sizes larger than you, its movement speed is reduced by half and you cannot grapple any other creatures.
As a bonus action, you are able to spend one ki point to perform a submission maneuver on a creature grappled by you. At 3rd level, you know two of these maneuvers and will learn two more at 6th and 11th levels. You can choose to replace one of your submission maneuvers for another at each of these levels.
Submission Maneuvers
The maneuvers are presented in alphabetical order.
Arm Bar
As a bonus action, you can spend one ki point to make an unarmed strike against a creature you are grappling with advantage. On a hit, the creature must succeed on a Dexterity saving throw or suffer disadvantage on all attacks it makes until the end of its next turn.
Compression Lock
As a bonus action, you can spend one ki point to force a creature you are grappling to make a Constitution saving throw. The target takes 2d6 plus your monk level in piercing damage, or half as much if it succeeds on the saving throw. You can spend additional ki points to increase the effectiveness of the maneuver, adding an additional 1d6 in damage per ki point spent.
Guard Pass
As a bonus action, you can spend one ki point to force a creature you are grappling to make an INT saving throw. On a failed save, you gain advantage on all attack rolls using unarmed strikes against the creature, while you are grappling it, until the end of your next turn.
Heel Hook
As a bonus action, you can spend one ki point to make an unarmed strike against a creature you are grappling with advantage. On a hit, the creature must succeed on a Strength saving throw or be hobbled, reducing its movement speed by half for the next minute.
Neck Crank
As a bonus action, you can spend one ki point to deal unarmed strike damage on a creature you are grappling. The creature must then succeed on a Wisdom saving throw or become frightened of you. The creature may repeat the saving throw at the end of each of its turns, and has advantage on the saving throw if it has escaped your grapple.
Shoulder Throw
As a bonus action, you can spend one ki point to force a creature you are grappling to make a Dexterity saving throw. On a failed save, the creature takes 1d6 plus your monk level in bludgeoning damage and is knocked prone.
Strip Object
As a bonus action, you can spend one ki point to make an unarmed strike against a creature you are grappling with advantage. On a hit, the creature must then succeed on a Strength saving throw or be disarmed. You automatically take one object of your choice that creature is holding into a free hand, or kick it up to 15 ft. away.
Snaring Strike
At 6th level, your reactions have sharpened to a point that allows you to quickly grasp creatures that try to attack or escape from you. Whenever you hit a target with an attack of opportunity using an unarmed strike, or a creature misses you with a melee attack, you can choose to spend 1 ki point to attempt to grapple the target.
Writhing Limbs
At 11th level, your flexibility has progressed to a point that has made you almost impossible to contain. You can use a bonus action to escape the grappled and restrained conditions by twisting and contorting your body in ways other cannot.
Crushing Might of the World Serpent
At 17th level, your limbs and body are as lithe and powerful as great serpents of legend. Whenever you have a creature grappled, as an action, you can spend 3 ki points to begin squeezing the target unconscious. For every round that the creature is grappled in this way, the creature takes 3d12 bludgeoning damage at the start of each of its turns. The creature has a number of rounds equal to its Constitution modifier to break free from the grapple, or it drops to 0 hit points, unconscious.
If you release the target from the grapple, it will reawaken in 1d4+1 minutes with 1 hit point. If not, the creature begins making death saving throws and it can't regain hit points or be stabilized until it is released from your grip.







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