Way of the Iron Lock (5e Subclass)
Way of the Iron Lock[edit]
"Once I have you in my grasp, you will not escape."
Monks of the Iron Lock are practitioners of unyielding submission and control, flowing from one strike to the next, transitioning effortlessly from powerful blows into inescapable grapples. They use their bodies like iron chains, locking their opponents in place, rendering them helpless through skill and precision. Their strikes flow seamlessly into submission holds, turning combat into a beautiful dance of control and pain.
Iron Grasp[edit]
Your strikes flow into grapples with deadly precision, transitioning smoothly between offense and control.
At level 3, when you hit a creature with an unarmed strike, you can use your Bonus Action to attempt a Grapple without provoking opportunity attacks.
- While you have a creature grappled, you can spend 1 Ki Point to force them to make a Strength saving throw (DC = 8 + your proficiency bonus + Wisdom modifier). On a failed save, you immediately apply a Submission Hold:
- Choke Hold: The creature is Restrained until the grapple ends.
- Joint Lock: The creature takes 1d6 damage at the start of each of its turns while it remains grappled, as you apply painful pressure to their joints.
Fluid Strikes[edit]
You flow through your attacks and submissions with increasing grace and efficiency.
At level 6, when you take the Attack Action, you can replace one of your attacks with a Grapple attempt as part of the same action.
- When you make a successful Grapple check, you can spend 1 Ki Point to force the creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + Wisdom modifier).
- On a failed save, they are Stunned until the end of your next turn as your hold restricts their breath or movement.
Submission Mastery: You can use your Wisdom modifier instead of Strength for any grapple check.
Unyielding Grip[edit]
Your submissions are like iron, impossible to break once they're locked in.
At level 11, when you successfully maintain a grapple for one full round (no break or escape attempt), you can spend 2 Ki Points to apply a Submission Finisher, forcing the creature to make a Constitution saving throw (same DC as above). On a failed save, they become Paralyzed until the end of your next turn, as your submission weakens their body.
- You gain proficiency in Athletics if you don’t already have it, or you can add double your proficiency bonus to grapple checks.
- Fluid Escape: When you are grappled by another creature, you can use your Reaction to spend 1 Ki Point to escape the grapple immediately and move up to half your movement speed, without provoking opportunity attacks.
Master of the Iron Lock[edit]
At level 17, your mastery over submission holds is unmatched, making you a terror in one-on-one combat.
Immovable Submission: Once per turn, when you successfully grapple a creature, you can spend 3 Ki Points to immediately force them to make a Strength saving throw (same DC as above). On a failed save, the creature is Restrained and takes 2d6 damage at the start of each of its turns while it remains grappled.
- Unstoppable Flow: You are immune to being grappled or restrained by others. Any creature that attempts to grapple you must first make a Strength saving throw (DC = 8 + your proficiency bonus + Wisdom modifier). On a failed save, they fail to grapple you, and you can immediately make an unarmed strike as a free action.
- Final Lock: Once per long rest, you can apply a Submission Hold as a Bonus Action. The creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + Wisdom modifier). On a failed save, the creature is unconscious for 1 minute or until it takes damage, as your hold saps its strength.
Optional Feats to Consider:[edit]
- Grappler (for extra advantage in grappling)
- Tavern Brawler (to gain the ability to use improvised weapons and increase your grappling ability)
- Athlete (improve mobility, especially for breaking free or maneuvering)
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