Way of the Bent Wrist

Monks of the Way of the Bent Wrist understand that in order to handle threats to their way of life, they must be willing to strike decisively to cripple their foes. Those who have fought members of this order tend to have one thing in common: they were forced to choose between compliance or pain.

Targeting

You have been taught to strike with pinpoint accuracy to targets that will hinder your opponent's ability to fight back.

Starting at 3rd level, when you deal damage to an opponent with one or more attacks on your turn, it has disadvantage on Strength, Dexterity, and Constitution checks until the end of your next turn. Such an attack might target the throat, groin, or other soft targets to immediately cause pain.

Starting at 6th level, when you deal damage to an opponent with two or more attacks on your turn, it has disadvantage on attack rolls until the end of your next turn. Such an attack might target the eyes to blind an opponent, or the wrists, elbows, or collarbones to inhibit striking.

Starting at 11th level, when you deal damage to an opponent with three or more attacks on your turn, it must make a Dexterity saving throw. If it fails, its speed becomes 0 until the end of your next turn, and you may either knock it prone or shove it up to 15 feet in any direction. Such an attack might target the knees, ankles, or nerve clusters along the thigh to inhibit an opponent's mobility.

Starting at 17th level, when you deal damage to an opponent with four or more attacks on your turn, it must make a Constitution saving throw. If it fails, it is paralyzed until the end of your next turn. Such an attack might target the temple or the mastoid complex to knock an opponent out.

Maneuverist

Starting when you choose this tradition at 3rd level, you gain proficiency in the Athletics skill. If you are already proficient in it, your proficiency bonus is doubled for checks you make using this skill.

In addition, your understanding of body mechanics allows you to accomplish with finesse what others would attempt by force. You may choose to make checks to grapple, shove, or otherwise maneuver a creature using Dexterity (Athletics) or Strength (Athletics). Effects that modify your Strength (Athletics) checks also apply to your Dexterity (Athletics) checks.

Compliance

Starting at 6th level, you have advantage on Strength and Dexterity checks which are being contested by a creature you have damaged since your last turn.

In addition, you no longer need to have already taken the attack action on your turn in order to make unarmed strikes as part of your Martial Arts or Flurry of Blows features.

Meditative Awareness

Starting at 11th level, you learn to use meditation to sharpen your senses. At the end of a short or long rest, roll d6 and record the result. For the next 8 hours, you may add this number to your wisdom checks.



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Crowd Control

Starting at 17th level, you become a master of fighting tactically amidst multiple enemies. When you are targeted with an attack and you are grappling a creature or an enemy that you have damaged since your last turn is within 5 feet of you, you may use your reaction to roll d100 and add your dexterity modifier to the result. On a roll of 50 or greater, you interpose your enemy between the attack and yourself, and it becomes the new target of the attack. Once you use this feature, you may not use it again until you finish a short or long rest.