Final Post

New Years Day 2018, fin.

Everything has a course For me this Blog has run it's course. It's time to close the door. I have a few thoughts about why  now i...

Sunday, March 18, 2018

Dirty Boxing D&D 5th edition Monk Tradition


Explanation:
Yes, this is a dead blog and i'm not writing new material, but occasionally I will find something on my hard drive I think is worth cleaning up and throwing on here. In fact I wrote this months ago and never finished it. I think I stopped because I found better options. I don't remember.
This material is presented unfinished, unbalanced,and untested. I'm hoping it may give someone a tingle of inspiration. 

Disclaimer: because the internet is full of martial arts experts: This work is not meant as an accurate representation or simulation of the  Filipino martial art Panantukan /Suntukan which is sometimes called "Dirty Boxing". I did some reading about them, but I don't know enough about them to claim any level of expertise. Don't correct my usage of the  term "dirty boxing" in the comments I just thought the term sounded better than "Huggy Fighty"
Again it's a dead blog..no one is reading the comments anyway.

For the record, There is nothing presented in this monk tradition that can't be done more efficiently using Dungeon Grappling: by Gaming Ballistic
(Also: I never did affiliate links, I just post products I think are cool... go to another blog then go to drive through too give an active blogger a few pennies.)




Dirty Boxing Monk Tradition:

Who would Enjoy this School?
Some one who enjoys taking down humanoid opponents regardless of their arms and armament. Monks who want to be brawlers, more Bolo Yeung and less Jet li. If the idea of stacking effects on a single target appeals to you.

This will not appeal to:
Those who don’t want to keep track of conditions. A player who wants to take down multiple targets each round. A player whose vision is more Wuxia or wire-fu based. A player who wants to do mystical monk effects at higher levels.

Dirty Boxing: 
Starting when you choose this tradition at 3rd level, you like to get in very close to your opponent hindering their ability to attack with weapons and creating opportunities to take them to the ground.

Step in:
If you are already in melee rage with an opponent you may choose to step in even closer.
Immediately after taking the Attack action on your turn, you may spend 1 Ki point "to step in."
You can impose one of the following effects on that target:

TAKE DOWN: It [the target] must succeed on a Dexterity saving throw Vs your Ki save DC, or be knocked prone.

CROWD: The target has disadvantage on any armed melee attacks against you. If the targets weapon is 2 handed or has the "reach" quality it may not attack you without first Making a STRENGTH saving throw vs your Ki save DC to push you back into normal melee range.

To break your “closer” stance a target must make a STRENGTH saving throw vs your Ki save DC to push you back into normal melee range, use a disengage action, or attempt to grapple you.

Step in can only be used against targets the same or one size class smaller or larger than you. Furthermore targets that have a morphology that is not at least loosely humanoid are not effected by step in. (AKA gelatinous cubes, Manticores, dragons, puddings, and so fourth. GM’s discretion and common sense should rule here)

Mount:
At 6th level:
You may only mount a target one size class larger or less than your own.
If the target is prone at the start of your turn you may make use your attack action to make an opposed strength check (as per the normal grapple rules)to enter a special form of grapple called a Mount:
Effect of mount:
Your target suffers all the normal effects of being grappled except you may not freely move your mounted opponent.
The target must make a successful opposed strength check to break the mount. (As per normal grapple rules)

While in mount:
You may add your monk level /2 to to the damage caused by any successful melee attacks while in mount.
As an attack action You may attempt an opposed strength check (as per grapple rules) to inflict the "restrained" condition on your target, but not on yourself.


Damaging grapple:
Beginning at 11th level:
You may automatically inflict your melee damage rate vs any target you currently have grappled or mounted. This is achieved through either a joint lock or another form of hold. It is a free action.
Or: (pick one)
Devastating throw:
You may spend 3 Ki points to throw a grappled opponent in a manner meant to inflict as much damage as possible.
This is an attack action.
Your opponent must be grappled.
Your opponent takes 5d6+strength damage.
The opponent may make a Dexterity / Acrobatics check vs your Ki DC to reduce the damage by half.
This ends the grapple condition.

Pin point strikes:
At 17th level:
You gain the ability to pick apart your opponent while in tight quarters.
If you have the “Step in” feature active, the critical range of your unarmed strikes is increased by the total of your wisdom modifier.
Furthermore:
If a natural 20 is rolled on any physical attack durrign step in , grapple, or mount the target must make a CON save vs your Ki save DC or be rendered unconscious. (given the “unconscious” condition)


For reference:
Ki save DC= 8 + your proficiency bonus + your Wisdom modifier.

Key statistics:
strength (for grappling) and Wisdom (for the Ki save DC.)

Suggested Feats: (reprinted from various 5th ed sources)

Grapple:
prerequisite: Strength 13 or higher

You’ve developed the skills necessary to hold your own in close-quarters Grappling. You gain the following benefits:

You have advantage on Attack rolls against a creature you are Grappling.
You can use your action to try to pin a creature Grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both Restrained until the grapple ends.

Tavern brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Charger:
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Mobile:
You are exceptionally speedy and agile. You gain the following benefits:

Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.