Way of the grappler

Monks of the Way of the Grappler often forgo strikes in order to focus on a highly precise form of ground combat. They utilize ki empowered holds, pins, throws, and chokes to physically control their opponents. Their surprising strength, highly technical skill, and ability to transition between maneuvers fluidly make them a threat to enemies both large and small

Way of the Grappler Features

Monk Level Feature 3rd Grappling Expert, Expanded Ki Features 6th Submission Maneuver 11th Sleeper Hold 17th Heavyweight Contender

Grappling Expert

When you choose this tradition at 3rd level, you master the art of grappling. You gain proficiency in either the Athletics or Acrobatics skill and you can use your Acrobatics score instead of your Athletics score when attempting to make or maintain a grapple. Additionally, you have advantage on checks made to resist or escape a grapple.

Expanded Ki Features

At 3rd level, you gain access to an expanded list of ki features.

Manhandle. You can spend 1 ki point to move at full speed while carrying or dragging a grappled creature.

Hip Toss. You can spend 1 ki point to toss a creature grappled by you as a bonus action. The creature is thrown 5 feet in any direction you choose and knocked prone. You can choose whether or not the grapple is maintained

Pinfall. You can spend 2 ki points to pin a creature grappled by you as an action. Until the start of your next turn, all attacks against the creature have advantage.

Submission Maneuver

At 6th level, you learn to channel your ki to wrench your opponents limbs. While grappling a creature, you can spend 3 ki points to lock in a Submission Maneuver as an action. The target takes 4d6 bludgeoning damage, and on your turn, you can use your action to deal 2d6 bludgeoning damage to the target. The maneuver ends if you use your action to do anything else, or if the creature escapes your grapple. The damage die for this feature changes as you gain monk levels as shown in the Martial Arts column of the Monk table.

Sleeper Hold

At 11th level, you learn to correctly apply pressure in order to cut off blood flow to a creatures brain. While grappling a creature, you can use your action to spend 4 ki points to lock in a Sleeper Hold. Roll 10d8. If the total you rolled exceeds the creatures remaining Hit Points, the creature falls Unconscious for 1 minute. The effect ends early if the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Unconscious creatures, Aberrations, Constructs, Elementals, Oozes, Plants, and Undead are immune to this feature.

Heavyweight Contender

At 17th level, you’ve mastered the art of grappling to the point that you can challenge opponents of far greater size than your own. You can spend 5 ki points to empower your physical form. For 1 minute you have advantage on all grapple related checks and you count as one size larger for the purposes of grappling.

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