Base Class: Monk
The Way of the Setting Sun focuses on turning weakness into strength and folly into wisdom. Martially, this manifests in a focus on grappling over striking, using subtle techniques to disable their opponents. The Way of the Setting Sun produces master grapplers who can restrain, pin, and throw opponents with ease.
Setting Sun Technique
At 3rd level, you gain expertise in Athletics. In addition, you can use Dexterity (Athletics) check in place of a Strength (Athletics) check when making a Grapple check or a Shove Check.
Grasp of Fading Light
At 3rd level, when you use a Flurry of Blows, you can replace one or both of your Flurry of Blows attacks with a Grapple check or a Shove check. In addition, whenever you make a Grapple Check or take the Shove Action you can spend 1 Ki point to give yourself a bonus on the check equal to your Martial Arts die.
Grasp of Fading Light
At 3rd level, when you use a Flurry of Blows, you can replace one or both of your Flurry of Blows attacks with a Grapple check or a Shove check.
Ensuing Dusk
At 6th level, you learn a number of techniques that complement your skill at grappling:
- Pin: as an action, you can spend 1 ki point to make an opposed Grapple Check on a creature you are Grappling. If you succeed, you restrain a creature you are grappling. If the creature succeeds, it is still Grappled.
- Shield: as a reaction when a creature makes an attack roll on you while you are grappling another creature, you can spend 1 ki point to impose disadvantage on the attack roll. You must use this before you know the result of the roll. If the attack misses, it instead hits the creature you are grappling.
- Throw: as an action, you can attempt to throw a creature you are grappling. Make a Grapple check opposed by the creature you are grappling. If the creature succeeds, it escapes your Grapple. If you succeed, you throw the creature up to 20 feet. The creature takes bludgeoning damage equal to your martial arts die and lands prone. You can attempt to throw the creature at another creature within range. Make a ranged attack roll against that creature. If you hit, both creatures take the damage, and the creature hit must make a Strength saving throw (DC 8 + your dexterity bonus + your proficiency bonus) or be knocked prone.
Grapple the Great Expanse
At 11th level, you can attempt to Grapple or Shove a creature that is up to two sizes larger than you.
Sun Across the Sky
At 11th level, when an opponent misses you with a melee attack, as a reaction you can spend 1 ki point to immediately attempt to Grapple or Shove the creature.
Twilight Hold
At 17th level, if you make a Stunning Strike on a creature you are Grappling that is stunned or unconscious and it fails its saving throw, it is unconscious until the end of your next turn.







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