Way of the Grasping Hand V2

Monks of this path largely forsake the fluid movements and graceful strikes of most other forms of martial arts. Rather, they hone their bodies into weapons of pure physical force, able to overpower foes with the strength of their very soul.

Ground and Pound

At 3rd level, you can use your bonus action to make an unarmed strike after successfully grappling or shoving a creature.

Phantom Limbs

Also at 3rd level, focused meditation has allowed you to strengthen your grip, and to grab your foes with ghostly limbs made of ki. When you attempt to grapple a creature, you can use a Wisdom(Athletics) check rather than a Strength(Athletics) check to contest their Strength(Athletics) or Dexterity(Acrobatics) check.

In addition, you can spend 1 ki when you attempt to grapple a creature to give the grapple the following benefits:

You do not need a free hand to attempt or maintain this grapple.

If you attempt to shove this grappled creature, you may use a Wisdom(Athletics) check instead of a Strength(Athletics) check.

A creature cannot escape this grapple by entering the Ethereal Plane.

Tight Grip

At 6th level, your strength surpasses your body's natural limitations. When you spend Ki using your Phantom Limb feature, you count as one size larger than your actual size for the purposes of targeting creatures for grapples. In addition, your speed is not reduced by grappling a single creature of your size or smaller.

While you are grappling a creature of your size or smaller (not applying the effective size increase from this feature), that creature has disadvantage on Dexterity saving throws.

No Mercy

At 11th level, your technique becomes increasingly lethal. While you are grappling a creature, you can use one of your attacks on your turn to spend 1 ki point to attempt one of the following maneuvers.

Neck Snap: The creature must make a Constitution saving throw, taking damage as if struck by one of your unarmed strikes and becoming paralyzed on a failure (the creature can repeat the saving throw as an action on each of its turns, becoming no longer paralyzed on a success). Creatures without necks (such as oozes) automatically succeed on the saving throw.

The creature must make a Constitution saving throw, taking damage as if struck by one of your unarmed strikes and becoming paralyzed on a failure (the creature can repeat the saving throw as an action on each of its turns, becoming no longer paralyzed on a success). Creatures without necks (such as oozes) automatically succeed on the saving throw. Suplex: Make a shove attack. On a success, you lift the creature and slam it into the ground, pinning it in the process. The creature takes damage as if struck by one of your unarmed strikes, and both you and it go prone. While you are prone and remain grappling the creature, you have three-quarters cover.

Make a shove attack. On a success, you lift the creature and slam it into the ground, pinning it in the process. The creature takes damage as if struck by one of your unarmed strikes, and both you and it go prone. While you are prone and remain grappling the creature, you have three-quarters cover. Throw: Make a shove attack. On a success, you can throw the creature up to 20 feet in any direction. The creature lands prone, but your grapple ends.

Titan's Bane

At 17th level, your strength knows no bounds. Grappling attacks you make after spending ki using your Phantom Limbs feature can target a creature of up to Gargantuan size, but you cannot grapple other creatures while grappling a Gargantuan creature.

In addition, your movement is not decreased due to grappling creatures that are Huge or smaller.

Acknowledgements

Image source: "Fire Spirit" by thiago-almeida, https://thiago-almeida.deviantart.com/art/Fire-Spirit-359932654

Thanks to everyone who commented on the first draft of this subclass, especially Goobasaurus_Rex, cunninglinguist81 and Dionysus_of_Thebes