Way of the Unyielding Grasp

Monks of the Way of the Unyielding Grasp are experts at controlling their opponents and putting them in disadvantageous positions. They use leverage and technique to lockdown and outmatch much stronger foes. Even when taken down, these warriors are just as at home fighting off their backs as they are standing on their feet. Those who go up against the true masters of this art are sure to face submission, or death.

Path of the Unyielding Grasp

Starting when you choose this tradition at 3rd leveI, you become well-versed in the art of controlling your opponent and using leverage against them.

You gain the following benefits:

You can make a Dexterity (Acrobatics) instead of a Strength (Athletics) check when initiating a grapple or attempting to shove a creature

When you use the Attack action with an unarmed strike or a monk weapon on your turn you can attempt to grapple a creature as a bonus action.

As a bonus action, you can spend 1 ki point to either takedown or put in a wrestling hold a creature that you are grappling. Make a Strength (Athletics) or Dexterity (Acrobatics) check.

If you succeed, you can either restrain the target, or knock it prone and deal bludgeoning damage to it equal to twice your martial arts die + your Strength or Dexterity modifier (your choice) . A creature restrained by you can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check to escape. On a success it frees itself.

Ground and Pound

At 6th level you become adept at fighting from a disadvantageous position and even more so from an advantageous one, gaining the following benefits.

Ground Fighting. Being prone no longer grants disadvantage on melee attacks.

Pounding Blows. Your melee attacks do additional damage to enemies that are grappled or restrained by you. The bonus damage is equal to your Martial Arts die.

Master of Leverage

At 11th level your control over your opponent's position as well as your own is unmatched, and you can even use leverage as a tool to grapple far larger foes. You gain the following benefits.

You can attempt to grapple creatures up to two sizes larger than you. Creatures that are two sizes larger than you have advantage on checks to escape your grapples.

As a reaction, you can spend 1 ki point to grant yourself advantage on all checks and saving throws against being grappled, restrained , shoved, or knocked prone until the start of your next turn.

Rolling Death Cradle

At 17th level you become a master at manipulating your opponent's bodies in excrutiatingly painful and debilitating ways, using joint locks and bone-breaking submissions. As an action, you can choose one creature that is grappled or restrained by you, and you expend 1 to 5 ki points. The target must make a Dexterity saving throw or take 2d12 bludgeoning damage per ki point spent on a failed save and half as much damage on a sucessful one.

Variant: Suffocation Rules You can use your action to try to choke a creature grappled by you. To do so, make another grapple check. lf you succeed, you and the creature are both restrained until the grapple ends and the target runs out of breath When the target runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying.

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