Monk
Base Class: Monk

There are several ways of combat a monk can dedicate themselves to. Some focus on using ki points to perform supernatural feats, some focus on combat through weapons or martial arts. Some wish to fight evil on an intimate level. Monks that can quickly make an enemy close to useless are extremely powerful, and can often dispatch their foes with ease once they have gotten close enough to establish a grip on them. Not only that, but unlike many monks who kill despite their peaceful ideologies, those who follow the Way of the Iron Grip are able to capture their foes instead of resorting to more bloody measures. For those wishing to be masters of grappling, there is no better way to go than this one.

Grappling Master

Starting when you choose this tradition at 3rd level, you have mastered grappling your enemies and can do so with ease. You gain the following benefits:

  • By spending 1 ki point, you can attempt a Grapple as a bonus action
  • If you are making a Grapple check, you can spend 1 ki point to give yourself advantage to your Grapple check. You may do this after you see your initial roll, but not after seeing your opponent's or after hearing the results.
  • If the creature you are Grappling tries to escape your Grapple and fails, you may use your reaction to cause them to be Restrained. If you Restrain another creature in this way, you are also Restrained.
  • You can now make Grapple and Restrain checks using (Dexterity)Acrobatics or (Strength)Athletics.

Defense from the Ground

At 6th level, you are much better at functioning even when in a tight spot. You gain the following benefits:

  • If you are considered Restrained while you have a target Restrained, or if you are Grappled, you can still move up to half your movement speed. Your Restrained target, or the creature Grappling you, moves with you. 
  • If you are considered Restrained with a target Restrained, you do not have disadvantage on attack rolls against that target. Thus, you have net advantage against them.
  • If you are considered Restrained with a target Restrained, you can also spend 1 ki point to negate your disadvantage on attack rolls against other creatures for that turn.
  • If you are Grappling or Restraining a creature and you are hit by an attack, you can spend 1 ki point to use your reaction to turn your target creature toward the attacker. You perform a Grapple check against your target, and on a success, you both take the attack's damage as if you are resistant to it. At level 17, on a success you take no damage and your target takes full damage. On a failure, you take full damage but nothing else happens.

Vicious Grip

Beginning at 11th level, you brutal to anyone unlucky enough to be called your target. Any creature who is currently being Grappled or by you automatically takes damage equal to your Martial Arts damage at the beginning of your turn. Creatures Restrained in the same way take the same die of damage, but take the maximum possible damage every time.

Handprint Lock

At 17th level, you can now leave a creature you have Restrained without needing to worry about them getting back up immediately. If you have a creature Restrained, you can spend 3 ki points to bind their hands and legs magically as an action. They are Restrained until they can make a Strength or Dexterity save equal to your Ki save DC, a save they can make once. You can end this effect at any time as a bonus action. Otherwise, it lasts for as many days as you have monk levels. While under this effect, they are no longer subject to your Vicious Grip damage.

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