Monastic Tradition

Camino de Los Tiburón

Monks who take up the mask of this tradition seek to follow in the footsteps of Los Tiburon, a mighty Half-Orc who developed his own unique fighting style with which he subdued many great evils, including the dragon menacing the countryside around his hometown of Tecnico.

Monks who follow El Camino, as the tradition has come to be called, are not peaceful, tranquil warriors like their more traditional brethren. These Luchadores have a flaming passion in their breast -- a lust for honor and glory that can only be sated by seeking out the most powerful foes and defeating them in pitched combat, earning fame and adoration as a true master of Lucha Libre.

La Máscara

Starting when you choose this tradition at 3rd level, you fashion a mask for yourself that covers most of your face and grants you a new identity. The features you gain from this Monastic Tradition can only be used while you wear the mask, which supernaturally prevents other creatures from realizing who you are unless you reveal your secret identity.

Forcibly de-masking a Luchador is a grave dishonor. If you are de-masked, you must defeat the creature who de-masked you in single combat (during which you may still use features from this Tradition), or else discard the name associated with that mask forever and fashion a new one. For all intents and purposes, the "person" you became when you put on the old mask is dead.

Lucharan

At 3rd level, you learn the techniques of Lucha Libre, a fighting style based around strategic holds and throwing your opponent. You may use Dexterity (Acrobatics) as your skill when making a Grapple check. You may attempt to grapple any size creature, and creatures that are larger than you don’t automatically succeed on checks to escape your grapple.

In addition, you gain the following abilities:

Whenever you hit a creature with an unarmed strike, you may attempt to grapple that creature as a Bonus Action.

As an action, you may attempt to throw a Large or smaller creature you are grappling. Make a grapple check against the creature. On a success, you hurl the enemy up to 30 feet away. It falls Prone when it lands. If it collides with a creature its size or smaller, the thrown creature stops. Both creatures are knocked Prone and take your Martial Arts die in Bludgeoning damage.

Your bonus action attack from Martial Arts becomes a special move respected amongst the followers of Los Tiburon: the Tope, or headbutt. If the Tope hits a creature, that creature must make a Constitution saving throw against your Ki Save DC or be Incapacitated for a round.

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Peleemos!

At 6th level, your desire to meet your enemies in honorable pitched combat bursts forth when frustrated, manifesting as a shouted challenge that bends a creature's will to your own, making them as eager as you to prove their mettle.

You may spend a Ki point to cast Compelled Duel on a creature that can hear and understand you. The spell does not require concentration, and it does not end until one of you falls unconscious or takes damage from a creature not affected by the spell.

Mucha Lucha!

At 11th level, your fighting spirit burns bright, and your attacks gain a panache that makes you the favorite of any crowd. You have advantage on checks to make or escape a grapple, do not suffer the usual penalty to your speed from pulling a grappled creature, and add your Wisdom modifier to the damage of unarmed strikes against a grappled target.

In addition, you may use Wisdom as your ability score for Intimidation and Performance checks.

Finishing Move

At 17th level, you master the art of Lucha, developing a unique Finishing Move that is wholly your own. This attack may be a deadly leg drop, a piledriver, an excruciating submission hold, or a unique move devised on the spot.

No matter the move's specifics, you must use an action to spend 3 ki points and make a grapple check against a creature within 5 feet. This check is made with advantage if you are already grappling the creature. If you succeed, the creature must make a Constitution saving throw or be instantly reduced to 0 hit points. If the creature succeeds on its own saving throw, it still takes 10d10 Bludgeoning damage from the sheer force of the attack.

Once you successfully execute a Finishing Move on a creature, it cannot be affected by this feature again until you complete a short rest.