Way of the Dohyō

Monks that follow the Way of the Dohyō are large, imposing obstacles that stand their ground and force others to fall at their feet. They use intense discipline, strict tradition, and a hearty diet to build themselves to be hulking figures of fat and muscle.

Those that are a part of this tradition train in arenas they hold sacred. These arenas, called dohyōs, are large rings where two combatants fight for superiority. The first to drop their opponent or throw them out of the ring is the victor. Masters of the dohyō are formidable adversaries both in and out of their arena.

Stout and Sturdy When you choose this tradition at 3rd level, you learn to use your mass against your foes, making it difficult for them to engage with you. You gain advantage on saving throws against being grappled, shoved and knocked prone. Additionally, while wearing no armor, all bludgeoning damage that you take is reduced by half your level (rounded down).

Ki-Enhanced Bulk When you reach 6th level, your use of ki, combined with your mass, can make you more resilient to incoming damage. You can spend a short rest in meditation to channel your ki and give yourself temporary hit points equal to twice your monk level. You regain the use of this ability when you finish a long rest.

Dohyō Techniques By 11th level, you have mastered the ancient techniques and stances your tradition has come to be known for. When you use a ki ability, you can spend an additional 2 ki points to perform one of the following abilities: Deashi, Forward Movement: You focus your ki into all your speed and might, becoming an unstoppable juggernaut. When you use your Step of the Wind to take the Dash action, any creature in your path must make a Dexterity saving throw. On a success they are shoved 5 feet to your left or right unharmed. On a failure they are knocked prone and trampled by you, taking bludgeoning damage equal to your Wisdom modifier (minimum of 1).

You focus your ki into all your speed and might, becoming an unstoppable juggernaut. When you use your Step of the Wind to take the Dash action, any creature in your path must make a Dexterity saving throw. On a success they are shoved 5 feet to your left or right unharmed. On a failure they are knocked prone and trampled by you, taking bludgeoning damage equal to your Wisdom modifier (minimum of 1). Hazuoshi, Arm Grip: This technique allows you to quickly restrain your opponent using an underarm grip. During your final attack roll using your Flurry of Blows, you can attempt to grapple the target, regardless if the attack hits or misses.

This technique allows you to quickly restrain your opponent using an underarm grip. During your final attack roll using your Flurry of Blows, you can attempt to grapple the target, regardless if the attack hits or misses. Inashi, Sidestep: With this stance, you catch the attacker off guard and throw them. When a creature misses an attack roll against you while you are using your Patient Defense, you can use your reaction to force the creature to make a Strength saving throw. On a failure, the creature is shoved 15 feet in the direction it's facing.

With this stance, you catch the attacker off guard and throw them. When a creature misses an attack roll against you while you are using your Patient Defense, you can use your reaction to force the creature to make a Strength saving throw. On a failure, the creature is shoved 15 feet in the direction it's facing. Kinjite, Forbidden Hand: You fight unexpectedly dirty against your foe, poking at eyes or slapping their ears before a retreat. When you use your Step of the Wind to take the Disengage action, you force a creature within 5 feet of you to make a Constitution saving throw. On a failure, the creature is blinded or deafened (your choice) until the end of its next turn.

You fight unexpectedly dirty against your foe, poking at eyes or slapping their ears before a retreat. When you use your Step of the Wind to take the Disengage action, you force a creature within 5 feet of you to make a Constitution saving throw. On a failure, the creature is blinded or deafened (your choice) until the end of its next turn. Shiko, Exorcise: You calmly, but forcefully, stomp the ground around you, driving away any harmful spirits and their influence. During your Patient Defense, you have advantage on saving throws against being charmed and frightened until the start of your next turn. Also, all fiends and undead within 30 feet of you must make a Wisdom saving throw. On a failure, affected creatures are frightened by you until the end of your next turn.

You calmly, but forcefully, stomp the ground around you, driving away any harmful spirits and their influence. During your Patient Defense, you have advantage on saving throws against being charmed and frightened until the start of your next turn. Also, all fiends and undead within 30 feet of you must make a Wisdom saving throw. On a failure, affected creatures are frightened by you until the end of your next turn. Tsuppari, Many-Handed Thrust: This technique makes many open-handed slaps against a target's body in rapid succession. During your Flurry of Blows, you can make 2 additional unarmed strikes. All saving throws use your Ki save DC.