Way of the Ledjidore

Monks of the Way of the Ledjidore have elevated grappling to an art form. They use their acrobatics to great effect in close combat. They learn techniques to pin their opponent to the ground or get them to submit to a choking hold. They learn to manipulate ki to move speedily in close quarters and deal extra damage to their opponents.

Pin fall wrestler

At 3rd level you have learned advanced techniques to grapple your opponent. You may use Dexterity (Acrobatics) instead of Strength (Athletics) to make a grapple attack. To escape the grapple an opponent now must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check, you get to choose the abilities that are contested. Additionally, your movement speed is not reduced by having an opponent grappled.

King of the Ring

By 6th level you have gotten used to scouting out tactical opportunities for melee fights indoors in the blink of an eye. When you are in an enclosed room no bigger than 100 feet wide and/or 100 feet long, as a bonus action you can spend 2 ki points to teleport up to 60 feet to an unoccupied space you can see that is in the same room. You then have advantage on the first melee attack you make before the end of the turn.

Finishers

At 11th level you have learned to apply devastating damage to a grappled opponent by making a special “finisher” move you have learned, these finisher moves may have some prerequisites you must meet. At the end of your turn, when you have succeeded in holding an opponent in an uninterrupted grapple for two or more rounds, you have not taken damage since the start of the grapple, you have not been forcefully moved since the start of the grapple and you have not been impaired by any additional conditions you had since the start of the grapple, you can spend 2 ki points to use one of the finisher moves as stated below. After you have used your finisher move the grapple is ended.

Finisher moves:

Tombstone Piledriver: (prerequisite: STR 16 or higher, size medium or larger): Standing (if you are prone, you automatically stand up), you hold and turn your opponent 180 degrees up-side-down and you drop to your knees driving your opponent head first into the surface you stand on. Your opponent takes 5d6 necrotic damage and falls prone.

F5: (prerequisite: STR 17 or higher): Standing (if you are prone, you automatically stand up), you lift your opponent on your shoulders in a fireman’s carry, you spin your opponent off your shoulder while throwing your opponent hard into the surface you stand on. Your opponent is stunned until the end of its turn and takes 4d6 thunder damage.

RKO: (prerequisite: you and your opponent must not be prone): You leap up clutching your opponent’s head while you let yourself drop on your back, you cushion your fall while your opponent receives the full force of the blow. Your opponent takes 4d6 bludgeoning damage and falls unconscious until the start of its turn.

Sweet Chin Music: (prerequisite: you and your opponent must not be prone): You concentrate your ki into delivering a powerful kick to an opponent’s chin. Your opponent is pushed 15ft away from you and takes 5d6 slashing damage.

Chokeslam: (prerequisite: STR 16 or higher, you and your opponent must not be prone, size medium or larger): You lift your opponent up by the throat in one hand and throw him onto the surface you stand on. Your opponent takes 5d6 force damage and falls prone.

Crossface Chicken Wing: (prerequisite: CHA 16 or higher, size medium or smaller): From the opponents back you lock your arm around the opponents throat for a chokehold while your other arm locks your opponents upper limbs, you then lock your legs around your opponents waist or lower limbs, if you are not prone you both fall prone. Your opponent takes 4d6 piercing damage and you may choose to make an intimidation (CHA) check with advantage contested by the opponent’s Wisdom check to make the opponent surrender, if the opponent surrenders it stays prone and stays out of combat until five minutes after the end of the encounter.

Sharpshooter: (prerequisite: CHA 16 or higher, your opponent must be prone): While your opponent lies face up (if not you turn him face up quickly) you grab your opponent’s legs and wrap them around your leg while you turn around until your opponent faces down. You proceed to bend your legs until your opponent is screaming from the excruciating pain. Your opponent takes 4d6 psychic damage and you may choose to make an intimidation (CHA) check with advantage contested by the opponent’s Wisdom check to make the opponent surrender, if the opponent surrenders it stays prone and stays out of combat both until five minutes after the end of the encounter.

Red Arrow: (prerequisite: DEX 18 or higher, your opponent must be prone): You jump high in the air and perform a corkscrew, you land flat-out on your opponent breaking its bones. Your opponent takes 6d6 bludgeoning damage.

Tag team partners

When you reach 17th level, you have studied your allies and their fighting capabilities to such a degree that you form a cohesive unit in a melee fight. Whenever an ally within 10 feet of you hits a creature you may use your reaction to switch places with that ally and make a melee attack against the creature that was hit.