Surrealistik
2014-08-12, 11:39 PM
Just thought I'd throw out some love for my fav 5e class:
Deflect Missiles fix:
When you reduce the damage of an attack to 0 with this feature, that attack has no effect on its target (a poisoned or cursed arrow whose damage is reduced to 0 wouldn't inflict its poison or curse for example).
Perfect Self fix:
At the start of each of your turns (or every 6 seconds outside of combat), you regain 1 Ki if you have less Ki than 8 minus the total Ki cost (if any) of any of your effects created by a Monk class feature with a minute duration or longer that are active.
Wholeness of Body fix:
At 6th level, you gain the ability to heal yourself. As an action, you can do one of the following:
Spend X Ki to regain hit points equal to 5 times X. If you were restored to maximum hit points in this way, this effect also cures any diseases or poisons you're subject to.
Spend 4 Ki to subject yourself to the effects of the Remove Curse spell.
You must finish a short or long rest before you can use this feature again.
Tranquility fix:
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest or short rest, or when you spend 2 Ki as an Action, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus or your Ki DC, whichever is higher.
Way of the Mageslayer:
3rd level, Mageslayer Initiate: You gain the Mage Slayer perk.
You are always under the effects of Detect Magic. You can dismiss or regain its effects at any time while you're not incapacitated.
6th level, Mageslayer Disciple: Your Deflect Missiles class feature can be used against spells and magical effects with an attack roll and/or saving throw that do not affect an area and that target you. If a spell or magical effect you're using this feature on has an attack roll, or a saving throw, make an opposing attack roll or a save with proficiency against its save DC. If your attack roll equals or exceeds its attack roll, or your save equals or exceeds its save DC, it has no effect on you. You can then spend Ki equal to that spell’s level to copy it (or Ki equal to the greater of 1 or the target's CR (max 9) if it is a non-spell magical effect). If the copied spell or effect has one or more attack rolls, make new attack rolls for it. Your attack bonus for these rolls equals your Proficiency bonus + your Dexterity modifier. This copied spell or magical effect now originates from a square occupied by the target protected in this way that’s within reach of your unarmed strike or a Monk weapon you are wielding (the spell or magical effect is otherwise identical), you make all choices for this copied spell or magical effect, and if it would have more than one target, it has only one target instead.
11th level, Mageslayer Expert: You have advantage on saving throws and checks made against spells and magic effects.
As a Bonus Action or Reaction you can spend 1 Ki to gain resistance to damage from spells and magical effects, and impose disadvantage on attack rolls against you from spells and magical effects until the end of your next turn.
You can spend 6 Ki points to cast True Seeing on yourself as an Action. This spell doesn't require concentration or components when cast in this way and you can dismiss it and its effects at any time.
18th level, Mageslayer Master: As an Action, you can spend 8 Ki points to cast Antimagic Field without components. This form of Antimagic Field does not require concentration and you can dismiss it and its effects at any time.
Way of the Dodging Crane:
3rd level, Improved Dodge: Your Dodge benefits apply to attackers you can't see. Creatures you can't see don't have advantage on their attack rolls against you.
When you use your Patient Defense ki feature, until the start of your next turn, you gain the following benefits:
Whenever a creature misses you while you’re benefiting from the Dodge action, you can spend your Reaction to move 5 feet and make a melee attack against that creature using your Unarmed Strike or a Monk Weapon. You may spend 1 Ki to make that attack with Advantage. If you do and that attack hits, the target must succeed on a Strength check against your Ki or Maneuver DC or be knocked prone.
Whenever the source of an attack roll or Dexterity saving throw would have a partial effect against you when it misses you and/or when you succeed on that saving throw, it has no effect against you instead.
6th level, ???: WIP
11th level, Supreme Evasion: As a Reaction you can spend 2 Ki (or 1 Ki while you’re benefiting from the Dodge action) when you are within a spell, ability, trap or attack’s area of effect or range to move a number of feet up to half your walking speed to a space outside of that area of effect or range before its effects are applied. If you do, you are no longer subject to the effects of the triggering element. This movement doesn’t provoke opportunity attacks.
18th level, Impossible Dodge: You can spend 4 Ki (or 2 Ki while you’re benefiting from the Dodge action) to either force an attack roll made against you to automatically miss (after you know the result), or to automatically succeed on a Dexterity saving throw. If the source of that attack roll or saving throw would have a partial effect against you on a miss or successful saving throw, it has no effect against you instead.
Way of the Rushing Wind:
3rd level, Swift Flight: While benefiting from Unarmoured Movement, whenever you use your Step of the Wind ki feature your movement doesn't provoke opportunity attacks and you gain a fly speed equal to your walking speed. If you already have a fly speed, it equals your walking speed or is doubled instead, whichever is greater.
6th level, Blinding Speed: While benefiting from Unarmoured Movement, whenever you use Step of the Wind, you can spend 2 Ki instead of 1 to double your walking speed, gain Advantage on melee and ranged weapon attack rolls, retain the benefits of Swift Flight, and gain the benefits of Dodge until the start of your next turn. Until these benefits end, while you move, no creature other than you can take Reactions and whenever a creature comes within the melee reach of your unarmed strike or a Monk Weapon you are wielding during your turn, you can make a melee weapon attack against it with using that weapon. A creature can't be attacked in this way more than once per turn.
11th level, Ki Mobility: While benefiting from Unarmoured Movement, as an Action or Bonus Action, you can spend 4 Ki to cast Dimension Door, Freedom of Movement, Fly or Haste. Spells cast in this way do not require concentration or components and can only affect and benefit you. You can dismiss these spells and their effects at any time.
18th level, Transcendent Movement: Unarmoured Movement grants the following additional benefits:
Difficult terrain doesn't impede your movement.
A fly speed equal to your walking speed.
Advantage on Dexterity saving throws.
You can spend 1 Ki as an Action or Bonus Action to teleport twice your base walking speed to an unoccupied destination you can see.
Way of the Kensai: (https://www.youtube.com/watch?v=KfwteoZCvoY)
3rd level, Kensai Initiate: Choose one melee weapon type (longsword, greatsword, etc). That weapon type and your unarmed strike are your Kensai Weapons. When you level up, you may substitute the chosen weapon type for another. You gain the following benefits:
You have proficiency with your Kensai Weapons and they count as a Monk Weapon.
You can use a Kensai Weapon in place of unarmed strikes for extra attacks made by Flurry of Blows and Martial Arts. Your Kensai Weapons benefit from the Ki-Empowered Strikes feature.
You gain a Fighting Style per the Fighter feature; the benefits of this Fighting Style apply only to your Kensai Weapons.
You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class and are able to expend your Ki as superiority dice. These dice are rolled as the greatest of 1d6, your Martial Arts dice, or your existing superiority dice size. Your maneuver DC is equal to the greater of your Ki DC or 8 + your proficiency bonus + your Strength or Dexterity bonus (your choice).
Whenever you gain another feature from this class path, you learn another maneuver from this feature. Whenever you gain a level, you may trade a maneuver learned by this feature for another.
You can only benefit from and use this monastic tradition's features while both wielding a Kensai Weapon and benefiting from your Unarmoured Movement feature.
6th level, Kensai Disciple: You gain the following benefits:
Your Deflect Missiles feature becomes Deflect Attacks and can be used against melee attacks in addition to ranged weapon attacks. When you reduce a melee attack’s damage to 0 in this way, you can expend 1 Ki to move 5 feet and make a melee attack against the attacker with a Kensai Weapon.
You can expend 1 superiority dice when using Deflect Attacks to increase its damage reduction by your superiority dice roll plus your Wisdom modifier and Proficiency bonus. You may also use Deflect Attacks against melee and ranged weapon attacks that target a creature or object within the reach of a Kensai Weapon you are wielding.
You can deflect ammo using your Kensai Weapon, allowing you to make an attack with a piece of ammo using Deflect Attacks whose damage you've reduced to 0 using this feature without catching it.
11th level, Kensai Expert: You gain the following benefits:
You cannot be unwillingly disarmed of Kensai Weapons you are wielding.
You gain the ability to infuse your weapon and senses with mythic power that momentarily gifts you with exacting prescience and the ability to cleave through even the hardest substances. Whenever you make a weapon attack with a Kensai Weapon you can expend 2 superiority dice, If you do, that attack has advantage, critically hits, deals maximum damage and ignores resistance and immunity. This damage is quadrupled versus objects and structures.
Whenever you expend your Reaction to use Deflect Attacks while wielding a Kensai Weapon, to make an opportunity attack with a Kensai Weapon, or you expend your Bonus Action to make one or more extra attacks with a Kensai Weapon using Martial Arts or Flurry of Blows, you can expend 1 superiority dice to regain the Reaction or Bonus Action expended in these ways.
18th level, Kensai Master: You gain the following benefits:
At the start of each of your turns you can use a maneuver, feature or benefit from Deflect Attacks or this monastic tradition as if you'd spent 1 Ki to do so until the start of your next turn or you use this feature.
While you're not incapacitated you cannot be surprised, creatures don't have advantage on attack rolls against you from being hidden or unseen, you gain a +2 bonus to AC and whenever you roll initiative you can spend 2 Ki to make that roll an automatic 20.
Way of the Grasping Claw (WIP):
3rd level, Claw Initiate: When you hit a creature with an unarmed strike or a Monk weapon and have a free hand, you can also attempt to grapple it. You may use Dexterity (Acrobatics) or Strength (Athletics) when making grapple checks (your choice). You can spend 1 Ki to gain Advantage on a grapple check and grapple a creature of up to one size larger than you normally can.
While you're grappling a creature, you can make a grapple check to pin it as an Action, or when you hit it with an unarmed strike. If you succeed, you and that creature fall prone. The properties of the pin are as follows:
The target is restrained, and can't stand from prone until you are no longer both prone and grappling it.
A pinned creature trying to cast a spell with a somatic component must make a Dexterity save against your Ki DC to perform the necessary motions or the casting attempt fails (the spell isn't wasted though).
You don't have disadvantage from the prone condition on melee attacks made against a creature you're pinning while you're grappling it in this way.
If you commit a free hand you may also silence the target (if physically possible), preventing it from speaking or using spells with a verbal component.
To maintain this pin, you must expend a Bonus Action or Action at the start of each of your turns to do so, otherwise it becomes a pin as described by the Grappler feat.
6th level, Claw Disciple: You gain the following benefits:
You can attempt to grapple and pin a creature up to two size categories larger than you, incorporeal creatures, and creatures immune to being grappled and restrained.
If you, or the creature you're grappling are moved, you may move with it, or have it move with you.
You can make an opportunity attack against a creature whose attempt to escape your grapple fails.
While you're grappling a creature, you can make a grapple check against it as an Action or Bonus Action. If you succeed, that creature is no longer grappled by you, and you push it 5 feet away from you in any direction (including vertically) for every 2 points you beat its check by, plus or minus 5 feet for each size category it's smaller or larger than you respectively. It then takes 1d6 bludgeoning damage and falls prone. If that creature collides with an obstacle before it finishes being pushed in this way, it and that obstacle each take an extra 1d6 bludgeoning damage for every 5 feet that creature had left to be pushed. If applicable, that obstacle makes a Strength check against your Ki DC or falls prone. You can spend 1 Ki to double the distance you push a grappled creature in this way.
11th level, Claw Expert: You gain the following benefits:
You can attempt to grapple and pin a creature up to three size categories larger than you.
While you're grappling (but not pinning per the Claw Initiate feature) a creature of your size or one size category smaller, that creature grants you half cover versus creatures other than it. If that creature is one or more size categories larger than you, it grants you three-quarters cover instead.
If a creature would escape your grapple by teleporting, or using the effects of the Freedom of Movement spell or effect, you may spend 1 Ki. If you do, that creature must succeed on a Charisma save made against your Ki DC; on a failure, until the end of your next turn, it cannot teleport and its Freedom of Movement has no effect against non-magical restraints.
While a creature is pinned via your Claw Initiate feature, you can make a grapple check as an Action to choke it if you commit a free hand to doing so (if physically possible). If you succeed, it runs out of breath (if it needs to breathe and you're physically able to choke it) and is suffocating until your grapple is broken. A suffocating creature cannot speak or use spells with a verbal component.
18th level, Claw Master: You gain the following benefits:
You can attempt to grapple a creature any number of size categories larger than you.
You can spend 2 Ki to roll a 20 on any grapple check.
You do not need to expend a Bonus Action or Action to maintain your Claw Initiate pin.
Melee weapon attacks made with your unarmed strike and Monk Weapons against a creature you're pinning via the Claw Initiate feature are automatic criticals on a hit.
Deflect Missiles fix:
When you reduce the damage of an attack to 0 with this feature, that attack has no effect on its target (a poisoned or cursed arrow whose damage is reduced to 0 wouldn't inflict its poison or curse for example).
Perfect Self fix:
At the start of each of your turns (or every 6 seconds outside of combat), you regain 1 Ki if you have less Ki than 8 minus the total Ki cost (if any) of any of your effects created by a Monk class feature with a minute duration or longer that are active.
Wholeness of Body fix:
At 6th level, you gain the ability to heal yourself. As an action, you can do one of the following:
Spend X Ki to regain hit points equal to 5 times X. If you were restored to maximum hit points in this way, this effect also cures any diseases or poisons you're subject to.
Spend 4 Ki to subject yourself to the effects of the Remove Curse spell.
You must finish a short or long rest before you can use this feature again.
Tranquility fix:
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest or short rest, or when you spend 2 Ki as an Action, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus or your Ki DC, whichever is higher.
Way of the Mageslayer:
3rd level, Mageslayer Initiate: You gain the Mage Slayer perk.
You are always under the effects of Detect Magic. You can dismiss or regain its effects at any time while you're not incapacitated.
6th level, Mageslayer Disciple: Your Deflect Missiles class feature can be used against spells and magical effects with an attack roll and/or saving throw that do not affect an area and that target you. If a spell or magical effect you're using this feature on has an attack roll, or a saving throw, make an opposing attack roll or a save with proficiency against its save DC. If your attack roll equals or exceeds its attack roll, or your save equals or exceeds its save DC, it has no effect on you. You can then spend Ki equal to that spell’s level to copy it (or Ki equal to the greater of 1 or the target's CR (max 9) if it is a non-spell magical effect). If the copied spell or effect has one or more attack rolls, make new attack rolls for it. Your attack bonus for these rolls equals your Proficiency bonus + your Dexterity modifier. This copied spell or magical effect now originates from a square occupied by the target protected in this way that’s within reach of your unarmed strike or a Monk weapon you are wielding (the spell or magical effect is otherwise identical), you make all choices for this copied spell or magical effect, and if it would have more than one target, it has only one target instead.
11th level, Mageslayer Expert: You have advantage on saving throws and checks made against spells and magic effects.
As a Bonus Action or Reaction you can spend 1 Ki to gain resistance to damage from spells and magical effects, and impose disadvantage on attack rolls against you from spells and magical effects until the end of your next turn.
You can spend 6 Ki points to cast True Seeing on yourself as an Action. This spell doesn't require concentration or components when cast in this way and you can dismiss it and its effects at any time.
18th level, Mageslayer Master: As an Action, you can spend 8 Ki points to cast Antimagic Field without components. This form of Antimagic Field does not require concentration and you can dismiss it and its effects at any time.
Way of the Dodging Crane:
3rd level, Improved Dodge: Your Dodge benefits apply to attackers you can't see. Creatures you can't see don't have advantage on their attack rolls against you.
When you use your Patient Defense ki feature, until the start of your next turn, you gain the following benefits:
Whenever a creature misses you while you’re benefiting from the Dodge action, you can spend your Reaction to move 5 feet and make a melee attack against that creature using your Unarmed Strike or a Monk Weapon. You may spend 1 Ki to make that attack with Advantage. If you do and that attack hits, the target must succeed on a Strength check against your Ki or Maneuver DC or be knocked prone.
Whenever the source of an attack roll or Dexterity saving throw would have a partial effect against you when it misses you and/or when you succeed on that saving throw, it has no effect against you instead.
6th level, ???: WIP
11th level, Supreme Evasion: As a Reaction you can spend 2 Ki (or 1 Ki while you’re benefiting from the Dodge action) when you are within a spell, ability, trap or attack’s area of effect or range to move a number of feet up to half your walking speed to a space outside of that area of effect or range before its effects are applied. If you do, you are no longer subject to the effects of the triggering element. This movement doesn’t provoke opportunity attacks.
18th level, Impossible Dodge: You can spend 4 Ki (or 2 Ki while you’re benefiting from the Dodge action) to either force an attack roll made against you to automatically miss (after you know the result), or to automatically succeed on a Dexterity saving throw. If the source of that attack roll or saving throw would have a partial effect against you on a miss or successful saving throw, it has no effect against you instead.
Way of the Rushing Wind:
3rd level, Swift Flight: While benefiting from Unarmoured Movement, whenever you use your Step of the Wind ki feature your movement doesn't provoke opportunity attacks and you gain a fly speed equal to your walking speed. If you already have a fly speed, it equals your walking speed or is doubled instead, whichever is greater.
6th level, Blinding Speed: While benefiting from Unarmoured Movement, whenever you use Step of the Wind, you can spend 2 Ki instead of 1 to double your walking speed, gain Advantage on melee and ranged weapon attack rolls, retain the benefits of Swift Flight, and gain the benefits of Dodge until the start of your next turn. Until these benefits end, while you move, no creature other than you can take Reactions and whenever a creature comes within the melee reach of your unarmed strike or a Monk Weapon you are wielding during your turn, you can make a melee weapon attack against it with using that weapon. A creature can't be attacked in this way more than once per turn.
11th level, Ki Mobility: While benefiting from Unarmoured Movement, as an Action or Bonus Action, you can spend 4 Ki to cast Dimension Door, Freedom of Movement, Fly or Haste. Spells cast in this way do not require concentration or components and can only affect and benefit you. You can dismiss these spells and their effects at any time.
18th level, Transcendent Movement: Unarmoured Movement grants the following additional benefits:
Difficult terrain doesn't impede your movement.
A fly speed equal to your walking speed.
Advantage on Dexterity saving throws.
You can spend 1 Ki as an Action or Bonus Action to teleport twice your base walking speed to an unoccupied destination you can see.
Way of the Kensai: (https://www.youtube.com/watch?v=KfwteoZCvoY)
3rd level, Kensai Initiate: Choose one melee weapon type (longsword, greatsword, etc). That weapon type and your unarmed strike are your Kensai Weapons. When you level up, you may substitute the chosen weapon type for another. You gain the following benefits:
You have proficiency with your Kensai Weapons and they count as a Monk Weapon.
You can use a Kensai Weapon in place of unarmed strikes for extra attacks made by Flurry of Blows and Martial Arts. Your Kensai Weapons benefit from the Ki-Empowered Strikes feature.
You gain a Fighting Style per the Fighter feature; the benefits of this Fighting Style apply only to your Kensai Weapons.
You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class and are able to expend your Ki as superiority dice. These dice are rolled as the greatest of 1d6, your Martial Arts dice, or your existing superiority dice size. Your maneuver DC is equal to the greater of your Ki DC or 8 + your proficiency bonus + your Strength or Dexterity bonus (your choice).
Whenever you gain another feature from this class path, you learn another maneuver from this feature. Whenever you gain a level, you may trade a maneuver learned by this feature for another.
You can only benefit from and use this monastic tradition's features while both wielding a Kensai Weapon and benefiting from your Unarmoured Movement feature.
6th level, Kensai Disciple: You gain the following benefits:
Your Deflect Missiles feature becomes Deflect Attacks and can be used against melee attacks in addition to ranged weapon attacks. When you reduce a melee attack’s damage to 0 in this way, you can expend 1 Ki to move 5 feet and make a melee attack against the attacker with a Kensai Weapon.
You can expend 1 superiority dice when using Deflect Attacks to increase its damage reduction by your superiority dice roll plus your Wisdom modifier and Proficiency bonus. You may also use Deflect Attacks against melee and ranged weapon attacks that target a creature or object within the reach of a Kensai Weapon you are wielding.
You can deflect ammo using your Kensai Weapon, allowing you to make an attack with a piece of ammo using Deflect Attacks whose damage you've reduced to 0 using this feature without catching it.
11th level, Kensai Expert: You gain the following benefits:
You cannot be unwillingly disarmed of Kensai Weapons you are wielding.
You gain the ability to infuse your weapon and senses with mythic power that momentarily gifts you with exacting prescience and the ability to cleave through even the hardest substances. Whenever you make a weapon attack with a Kensai Weapon you can expend 2 superiority dice, If you do, that attack has advantage, critically hits, deals maximum damage and ignores resistance and immunity. This damage is quadrupled versus objects and structures.
Whenever you expend your Reaction to use Deflect Attacks while wielding a Kensai Weapon, to make an opportunity attack with a Kensai Weapon, or you expend your Bonus Action to make one or more extra attacks with a Kensai Weapon using Martial Arts or Flurry of Blows, you can expend 1 superiority dice to regain the Reaction or Bonus Action expended in these ways.
18th level, Kensai Master: You gain the following benefits:
At the start of each of your turns you can use a maneuver, feature or benefit from Deflect Attacks or this monastic tradition as if you'd spent 1 Ki to do so until the start of your next turn or you use this feature.
While you're not incapacitated you cannot be surprised, creatures don't have advantage on attack rolls against you from being hidden or unseen, you gain a +2 bonus to AC and whenever you roll initiative you can spend 2 Ki to make that roll an automatic 20.
Way of the Grasping Claw (WIP):
3rd level, Claw Initiate: When you hit a creature with an unarmed strike or a Monk weapon and have a free hand, you can also attempt to grapple it. You may use Dexterity (Acrobatics) or Strength (Athletics) when making grapple checks (your choice). You can spend 1 Ki to gain Advantage on a grapple check and grapple a creature of up to one size larger than you normally can.
While you're grappling a creature, you can make a grapple check to pin it as an Action, or when you hit it with an unarmed strike. If you succeed, you and that creature fall prone. The properties of the pin are as follows:
The target is restrained, and can't stand from prone until you are no longer both prone and grappling it.
A pinned creature trying to cast a spell with a somatic component must make a Dexterity save against your Ki DC to perform the necessary motions or the casting attempt fails (the spell isn't wasted though).
You don't have disadvantage from the prone condition on melee attacks made against a creature you're pinning while you're grappling it in this way.
If you commit a free hand you may also silence the target (if physically possible), preventing it from speaking or using spells with a verbal component.
To maintain this pin, you must expend a Bonus Action or Action at the start of each of your turns to do so, otherwise it becomes a pin as described by the Grappler feat.
6th level, Claw Disciple: You gain the following benefits:
You can attempt to grapple and pin a creature up to two size categories larger than you, incorporeal creatures, and creatures immune to being grappled and restrained.
If you, or the creature you're grappling are moved, you may move with it, or have it move with you.
You can make an opportunity attack against a creature whose attempt to escape your grapple fails.
While you're grappling a creature, you can make a grapple check against it as an Action or Bonus Action. If you succeed, that creature is no longer grappled by you, and you push it 5 feet away from you in any direction (including vertically) for every 2 points you beat its check by, plus or minus 5 feet for each size category it's smaller or larger than you respectively. It then takes 1d6 bludgeoning damage and falls prone. If that creature collides with an obstacle before it finishes being pushed in this way, it and that obstacle each take an extra 1d6 bludgeoning damage for every 5 feet that creature had left to be pushed. If applicable, that obstacle makes a Strength check against your Ki DC or falls prone. You can spend 1 Ki to double the distance you push a grappled creature in this way.
11th level, Claw Expert: You gain the following benefits:
You can attempt to grapple and pin a creature up to three size categories larger than you.
While you're grappling (but not pinning per the Claw Initiate feature) a creature of your size or one size category smaller, that creature grants you half cover versus creatures other than it. If that creature is one or more size categories larger than you, it grants you three-quarters cover instead.
If a creature would escape your grapple by teleporting, or using the effects of the Freedom of Movement spell or effect, you may spend 1 Ki. If you do, that creature must succeed on a Charisma save made against your Ki DC; on a failure, until the end of your next turn, it cannot teleport and its Freedom of Movement has no effect against non-magical restraints.
While a creature is pinned via your Claw Initiate feature, you can make a grapple check as an Action to choke it if you commit a free hand to doing so (if physically possible). If you succeed, it runs out of breath (if it needs to breathe and you're physically able to choke it) and is suffocating until your grapple is broken. A suffocating creature cannot speak or use spells with a verbal component.
18th level, Claw Master: You gain the following benefits:
You can attempt to grapple a creature any number of size categories larger than you.
You can spend 2 Ki to roll a 20 on any grapple check.
You do not need to expend a Bonus Action or Action to maintain your Claw Initiate pin.
Melee weapon attacks made with your unarmed strike and Monk Weapons against a creature you're pinning via the Claw Initiate feature are automatic criticals on a hit.