Way of the Close Quarters (5e Subclass)
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Way of the Close Quarters Fighter[edit]
Monastic Tradition
Monks are often known for their physical capabilities. Some play around with "hit and run" tactics. Others like to find critical spots in their targets body and exploit them. Others wish to use the elements to their advantage. Those who follow the Way of the Close Quarters know that they can use their whole body to their advantage, and always wish to get up close and personal with those who they are fighting.
- Keen-Eyed Fighter
You have learned how to work your way around nearly all living creatures, and know how to restrain your opponent. At 3rd level, you have advantage Strength (Athletics) checks when attempting to grapple opponents of your size or smaller.
- Wrestler
When you choose this tradition at 3rd level, your ability to hold an opponent lets you do what you wish with them. Whenever you have successfully grappled your target, you can use your ki points to damage them in certain ways.
- Twist. You spend 1 ki point to twist a ligament of your grappled opponent in a painful way as an action. You cause bludgeoning damage equal to your unarmed strike damage. At 11th level, when you make a flurry of blows, you can replace one of your attacks by a twist, without spending extra ki.
- Pummel. You spend 1 ki point make one additional unarmed strike at advantage as part of your Attack action, against the grappled creature. The creature can make another contested check when hit in this manner, but it makes the check at disadvantage. At 11th level, once per turn when you make a flurry of blows, you can pummel a creature without spending extra ki.
- Crash. You spend 1 ki point as an action to slam your target into the ground, knocking the target prone. You force the target to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target take damage equal to your proficiency bonus x your martial arts die, and is knocked prone. On a success the target take half damage and is not knocked prone. At 11th level, when you make a flurry of blows, you can replace one of your attacks by a crash, without spending extra ki.
- Power Grapple
You've figured out ways to use your powerful body to restrict the movement of and grapple creatures way bigger then you. At 6th level, you have advantage when attempting to grapple a creature that is Huge size or lower.
- Harassment
At 11th level, you're so powerful that you can use other people as living shields. As a bonus action, you can move a grappled opponent around your body to act as a shield. You gain a bonus to your AC depending on the size of the creature: +5 (Huge), +4 (Large), +3 (Medium) or +2 (Small). Tiny creatures don't give any bonus. When you take this bonus action, the grappled creature can make another attempt to escape the grapple, at disadvantage.
- Extended Reach
At 17th level, nobody seems to want to challenge you directly anymore, and you have started to need to chase down your prey. You can use your Step of the Wind feature without spending additional ki.
In addition, when you use Step of the Wind, if you end your movement within 5 feet of a creature you can grapple, you can make a grapple attempt as part of the same bonus action. On a success, you can apply any of your Wrestler features once, without taking an action.
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