Base Class: Monk
While most monastic orders train their mind as well as their body, the the progenitors of the Way of the Grinning Ogre instead chose to harness their innate natural strength. Inspired by the physical strength and imposing nature of the treacherous Oni, Way of the Grinning Ogre monks gladly display their rippling muscles and thick biceps as if to invite their opponents to attempt to strike them.
Most practitioners of the Grinning Ogre style are unnaturally large compared to their contemporaries. While it is not unheard of for a member of a smaller race to take on the grueling training needed to invoke the aspects of the Oni, most are members of the larger, more imposing races.
Overwhelming Defense
Beginning at 3rd level when choosing this tradition, while you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Aspect of the Oni
Beginning at 3rd level when choosing this tradition, you are always treated as Medium size when determining whether you can grapple or shove a target. At 6th level you are treated as Large, 11th level you are treated as Huge, and 17th level you are treated as Gargantuan.
Additionally, you may use your Constitution modifier instead of your Wisdom modifier for your Ki save DC.
Vice-Like Grip
At 3rd level, when you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the grappled creature whenever you hit it with a melee attack.
This damage increases to a d6 at 11th level.
Brutal Throw
Starting at 6th level, you can throw a grappled enemy or object. When you take the Attack action, and while you are grappling a creature or holding an object that weighs over 10lbs, you may forgo one of your attacks to perform one of the following techniques:
Devil Crash. Drive a grappled enemy into the ground, knocking them prone and dealing damage equal to 2 rolls of your Martial Arts die plus Strength modifier.
Diabolical Hurl. Spend 1 ki point to throw your victim at a target within range. Make a ranged attack with a normal range of 20 feet and a long range of 40 feet. You are proficient with this attack and use your Strength modifier for the attack roll. If the attack is successful, both the thrown victim and the target take damage equal to a roll of your Martial Arts die plus Strength modifier. If you miss, only the thrown target takes the damage. Either way, the victim lands within 5 feet of the target.
Maneuvering Slam. Spend 1 ki point to move your target around you. Move your target as far as you want, as long as they remain within 5 feet of you. They take damage equal to a roll of your Martial Arts die plus Strength modifier.
After using this feature, the enemy is no longer grappled.
Masque of Fear
Starting at 11th level, as an action, you may spend 3 ki points to frighten your enemies with your menacing presence. When you do so, choose any number of creatures that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the end of your next turn or until the target takes damage and reduce the target's speed to 0. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creatures until the end of your next turn. This effect ends if you end your turn more than 60 feet away from the target.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Juggernaut Crush
At level 17, as an action and if you spend 10 ki points, you can attempt to crush a target you have grappled using your raw strength. The target must make a Constitution saving throw, and it takes 10d10 bludgeoning damage and is paralyzed for 1 minute, or half as much damage and is not paralyzed on a successful one.
At the end of each of a paralyzed target's turns, it can make a Constitution saving throw against the feature. On a success, they are no longer paralyzed. If they fail each saving throw in that minute, they are further paralyzed for 1d4 days.
If the target is killed or knocked unconscious due to the damage of this action, you regain 7 ki points.
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Posted Oct 21, 2021I'm a big fan of this subclass but there is one thing that I think could be added. To utilize Stunning Strike you would have to invest a lot into wisdom which in my eyes doesnt really fit this monastry. How about making the KI saving throw also scale with strength to fit in. Flavor wise it would make you punch them so hard that they struggle breathing and are therefore stunned