Arkhios
2016-05-10, 04:24 PM
As I was reading this (http://www.giantitp.com/forums/showthread.php?487770-quot-Brawler-quot-Monks&p=20769474) thread, I had an idea:
Monastic Tradition: Brawler
Brawling. At 3rd level, you gain proficiency in light armor and improvised weapons, and you treat improvised weapons as Monk Weapons. While you are wearing light armor and not wielding a shield you can add half your Wisdom modifier (rounded down) to your AC. Additionally, you can use your Dexterity instead of Strength for grappling if you don't wear any armor. Once per turn, when you succeed in a Grapple check, you may deal damage to your target equal to your Martial Arts damage die.
Master Grappler. At 6th level, you can spend 2 ki points and make a grapple attack as a bonus action. If you take the Attack action while you are also grappling a target you can instead Pin the target, making a grapple check as normal, and if you are successful, the target gains the restrained condition. If you take the Attack action against a target that you have restrained with Pin, you can instead attempt to Bind the target. Make a grapple check, and if you are successful, your target is incapacitated for as long as your grapple holds. By the end of its next turn, if still incapacitated by your Bind, the target must also make a Constitution saving throw or be knocked unconscious for 1 round. The DC of this saving throw is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). The target may reroll the saving throw at the end of each of its turns.
Mobile Grappler. At 11th level, you are no longer considered having the grappled condition while grappling a target, and you can grapple a target up to two size categories larger than you. If the target is two size categories larger than you, you can't forcibly move it, but by grappling it you can prevent it from moving away from you.
Chokehold. At 17th level, when you hit a target with unarmed strike at least twice on your turn, you can spend 3 Ki points to immediately strangle the target. The target makes a Constitution saving throw against a DC equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier (your choice), or be knocked unconscious for 1 minute.
Monastic Tradition: Brawler
Brawling. At 3rd level, you gain proficiency in light armor and improvised weapons, and you treat improvised weapons as Monk Weapons. While you are wearing light armor and not wielding a shield you can add half your Wisdom modifier (rounded down) to your AC. Additionally, you can use your Dexterity instead of Strength for grappling if you don't wear any armor. Once per turn, when you succeed in a Grapple check, you may deal damage to your target equal to your Martial Arts damage die.
Master Grappler. At 6th level, you can spend 2 ki points and make a grapple attack as a bonus action. If you take the Attack action while you are also grappling a target you can instead Pin the target, making a grapple check as normal, and if you are successful, the target gains the restrained condition. If you take the Attack action against a target that you have restrained with Pin, you can instead attempt to Bind the target. Make a grapple check, and if you are successful, your target is incapacitated for as long as your grapple holds. By the end of its next turn, if still incapacitated by your Bind, the target must also make a Constitution saving throw or be knocked unconscious for 1 round. The DC of this saving throw is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). The target may reroll the saving throw at the end of each of its turns.
Mobile Grappler. At 11th level, you are no longer considered having the grappled condition while grappling a target, and you can grapple a target up to two size categories larger than you. If the target is two size categories larger than you, you can't forcibly move it, but by grappling it you can prevent it from moving away from you.
Chokehold. At 17th level, when you hit a target with unarmed strike at least twice on your turn, you can spend 3 Ki points to immediately strangle the target. The target makes a Constitution saving throw against a DC equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier (your choice), or be knocked unconscious for 1 minute.