Way of the Wrestler (5e Subclass)

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Way of the Wrestler[edit]

Monk Subclass

Monks who follow the Wrestler tradition learn how to overpower their foes with raw physical prowess through the mastery over the art of grappling. A monk who pursues the discipline of wrestling is capable of locking enemies in powerful holds, executing punishing takedowns, and dominating opponents with strategic submissions. Monks who walk this path trade some of the speed and agility typical of their order for sheer strength and control, turning their bodies into weapons of precision and force. Whether it’s using a submission to disable an opponent’s limbs or hurling them into the air with a mighty suplex, those who follow this tradition are unstoppable when they get their hands on a foe.

Wrestling Takedown

When you choose this tradition at 3rd level, you gain proficiency in the Athletics skill if you don't already have it.

Additionally, when you are grappling a creature, you can spend 1 ki point to force the creature to become prone. The creature is no longer grappled, but if the creature uses any of its movement, you can use your reaction to attempt to grapple it again, with advantage on the grapple check. You can only use this feature once per turn.

Low Blow

Starting at 3rd level, when you attempt to grapple a creature, or start your turn grappling a creature, you can use your bonus action to make an unarmed strike against that creature.

In addition, whenever your opponent start its turn grappled by you, it takes bludgeoning damage equal to a roll of your martial arts die.

Submission Maneuver

At 6th level, you can use 3 ki points to use a submission on your creature that you are grappling. You make a grapple check with the creature you are grappling. The following is considered if the user wins the grappling check:

If you win the check by 5 or less: The creature takes 2d6 bludgeoning damage and is in considerable pain. It must make a Constitution saving throw against your Ki save DC. On a failed save, it has disadvantage on Strength or Dexterity checks and saving throws that rely on its arms or legs (your choice). The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success or if it is knocked prone.
If you win the check by 6 or more: If the creature loses the grapple check by 6 or more, it takes 4d6 bludgeoning damage and is in immeasurable pain and that body part is considered broken. The creature has disadvantage on Strength and Dexterity checks using the target’s arms or legs (user’s choice). Additionally, you gain advantage on any subsequent grapple checks against this creature for the duration of the encounter.
Suplex City

At 11th level, you can use your mastery of grappling to deliver a devastating suplex. As an action, while grappling a creature, you can spend 2 ki points to attempt a Suplex. Make a contested Athletics check against the creature. On a success, you throw the creature high into the air and slam it down onto the ground. The creature takes 2d12 bludgeoning damage and is either knocked prone and released from your grapple, or remains grappled, your choice. If you choose to keep the creature grappled, it is moved to an unoccupied space on the opposite side of where it was.

At 17th level, the damage increases to 4d12 bludgeoning damage.

National Champion

At 17th level, your expertise in wrestling is unparalleled. You gain the following benefits:

  • You gain proficiency in Strength (Athletics) checks, or expertise if you already have proficiency.
  • Your Strength score can increase to a maximum of 22, instead of 20.
  • You can regain 1 expended ki point when you successfully grapple a creature or perform a takedown (this can only happen once per turn).
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