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.
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.)
(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.
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.
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