Way of the Earth's Embrace - Monk Subclass

by Jortakk

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Way of the Earth's Embrace

Monks of the Way of the Earth's Embrace are the masters of controlling their opponent. They learn techniques that can completely debilitate opponents, manipulate ki energy to grant them renewed vigor and bravery, and turn an opponent's full power back on themselves.

Agile Maneuvers

At 3rd level, you can use your Dexterity modifier instead of your Strength modifier when you make an Athletics skill check. You also gain profiency in the Athletics skill if you don't already have it.

Ground Fighter

Also at 3rd level, your Martial Arts feature grants you the following additional benefits:

  • When you use the Attack action to make a shove or grapple check on your turn, you can make one unarmed strike as a bonus action.
  • When you make an unarmed strike as a bonus action or reaction, you can replace it with a shove or grapple check.
  • If a creature would fail a contested shove or grapple check versus you, you can have them take bludgeoning damage equal to your martial arts die.

When you make an unarmed strike against a creature that is prone and grappled by you, you can replace it with one of the following techniques:


Armbar. The creature must succeed on a Strength saving throw or become armlocked by you. A creature being armlocked by you immediately drops up to one item of your choice that it is holding, cannot cast spells that involves somatic components, and at the start of each of its turns, it takes bludgeoning damage equal to your martial arts die + your Dexterity modifier. At the end of each of its turns, the creature can make another Strength saving throw. On a success, the creature stops being armlocked by you.


Chokehold. The creature must succeed on a Constitution saving throw or begin choking. A creature being choked by you begins to suffocate, cannot speak, cannot cast spells that include a verbal component, and at the start of each of its turns, it takes bludgeoning damage equal to your martial arts die + your Dexterity modifier. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the creature stops being choked by you.


A creature cannot be under the effects of more than one of your techniques at a time, and the technique immediately ends if the creature is no longer grappled by you. If a creature succeeds on its saving throw against one of your techniques, it is immune to that technique for the next hour.

Free Practice

Starting at 6th level, you gain the following benefits.


Controller. You can spend 10 feet of your movement to move a creature you are grappling to an unnocupied space within 5 feet of it.


Meat-shield. When a creature misses you with an attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you are grappling.

Unified Spirit

Beginning at 11th level, at the end of a long rest, you gain the effects of the heroism spell that lasts until the start of your next long rest (the spell can end early as normal), and it does not require concentration for you. Wisdom is your spellcasting ability for this spell.

Maximum Efficiency, Maximum Effort

At 17th level, you do not need a free hand to make a grapple check. No more than four creatures can be grappled by you at a time. If a creature would fail a contested shove or grapple check versus you, you can have them take additional bludgeoning damage equal to your Dexterity modifier.


































Art Credit

"Brazilian Jiu Jitsu" by Diego Inigo.

 

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