The School of the Grasp

The School of the Grasp is a martial art used by practitioners across the Forgotten Realms. Utilizing speed to grasp and control singular creatures on the battlefield, they use their opponent's strength against them to put them into locks to restrain them. With bursts of dextrous movement, they use techniques to blind, daze, and throw their opponenets.

School of the Grasp

Starting at 3rd level, when you choose this school, you gain the following benefits:

You become profiecient in Grappling, allowing you to add your proficiency bonus to grapple checks, including escaping a grapple.

Your training has taught you that brute strength does not always win. You may use your dexterity (Acrobatics) to grapple instead of your strength (Athletics).

You have Advantage on attacks against any creature you are currently grappling. You may also roll another grapple check to restrain a creature, and if you are succesful, you and the creature are both considered restrained.

Locking Grasp Techniques

At 6th level, as one of the attacks afforded by your attack action or flurry of blows actions you can expend one Ki point to use one of the following techniques against a grappled or restrained creature as one of your attacks:

Idiot Driving in a Fence Post: You grasp the creature about the waist, lifting them backwards over your head and slamming into the ground, dealing damage equal to your martial arts dice. They must make a dex saving throw, becoming prone on a failed save.

North Wind Steals the Breath: You strike the creature sharply in the chest, sending the air from its lungs. You deal damage equal to your martial arts dice and the creature must make a constitution saving throw, not taking reactions until the end of your next turn on a failed save.

Flying Mare: You grasp a creature and throw them violently over your hip, sending them 15 feet away and dealing damage equal to your martial arts dice.

Monkey Sees No Evil: You drive your fingers into the creature’s eyes, dealing damage equal to your martial arts dice and the creature must make a constitution saving throw, becoming blind until the end of your next turn on a failed save.

Monkey Hears No Evil: You slam both palms over the creature’s ears, dealing damage equal to your martial arts dice and the creature must make a constitution saving throw, becoming deafened until the end of your next turn on a failed save.

Monkey Speaks No Evil: You cut off the oxygen supply to the brain, doing damage equal to your martial arts dice modifier and the creature must make a constitution saving throw, going to sleep for one minute on a failed save. Alternately, you may forgo damage if you choose.

When you use one of these techniques, you may expend extra Ki points, adding a damage die for every Ki point spent. When you use one of these techniques, the creature is no longer considered grappled.

Grappling Wind

At 11th level you can use three Ki points to cast the Hold Person spell, and five to cast Hold Monster. As one of the attacks afforded by your Attack action or by flurry of blows, any creature under one of these spells can be subjected to one of your throws. You do not need to be touching this creature to perform the throw.

The Gorilla's Mighty Paw

At 17th level, you automatically win initial grappling contests with creatures your size or smaller. Choose one technique. You can perform this without expending a Ki point, and the damage is doubled. You may change this preferred technique at a short rest.