The Gentle Way

Seiryoku-Zenyo, "maximum efficiency with minimum effort” is the motto of the art of Judo, also known as the Gentle Way. Those who embark of the path of the Judoka strive not to overwhelm the opponent with sheer force and brute strength, but seek to use the strength of the opponents against them. Instead of a flurry of fists seeking to bruise and bash, the Judoka will grab the opponent and bring them to submission. To subdue, not to destroy, is Judo, the Gentle Way.

Class Features

Level Feature 3rd Form over Strength 3rd Kumi Kata 6th Nage-Waza 11th Osaekomi-Waza 17th Constant Vigilance

Form over Strength

Despite Seiroku-Zenyo stating the importance

of minimal effort, that does not mean training was anything less than brutal. You learned that a beautiful form and perfect technique has a strength all to its own. As a result of your rigorous training, when you take this Way, you may use Acrobatics instead of Athletics when making a check to Grapple or Shove.

Kumi Kata

A Kumi Kata, or 'firm grip' must be made before any advanced Judo techniques can be performed. At the 3rd level, you may attempt to Grapple or Disarm, as a bonus action. If you do so, you may expend 1 Ki point to gain advantage on the roll. You may do so after the die is rolled, but before the result has been revealed.



Special Attack Actions Disarm A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Nage-Waza

Credit: Akira Kurosawa

Nage-Waza or Throwing Techinques are central to the art of Judo. At the 6th level, you count as one size larger for the purposes of Grappling and Shoving.

In addition, you may attempt throw a creature creature within range. This is treated as identical to the Shoving action. If the opposing creature fails the Shoving contest, then they take bludgeoning damage equal to your Martial Arts die plus your Wisdom modifier as they fall to the ground. If you are already grappling the creature, then you have advantage on the contest.