Way of the Close Quarters (5e Subclass)

This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Class Design Guide#Subclasses if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Way of the Close Quarters Fighter

Monk Subclass


Monks are often known for their physical capabilities. Some play around with "hit and run" tactics. Others like to find critical spots in their targets body and exploit them. Others wish to use the elements to their advantage. Those who follow the Way of the Close Quarters know that they can use their whole body to their advantage, and always wish to get up close and personal with those who they are fighting.

Keen-Eyed Fighter

You have learned how to work your way around nearly all living creatures, and know how to restrain your opponent. You gain advantage when attempting to grapple opponents of your size or smaller.

Wrestler

At level 3, your ability to hold an opponent lets you do what you wish with them. Whenever you have successfully grappled your target, you can use your ki points to damage them in certain ways.

Twist

You spend 1 ki point to twist a ligament of your grappled opponent in a painful way as an action. This does 1d6 + Str force damage. This does an extra 1d6 force damage at levels 7, 11, and 18, resulting in 4d6 force damage at level 18.

Pummel

You spend 2 ki points make an attack action against your grappled opponent. This attack has advantage. For every attack against this creature through this method, the creature may make an attempt to escape the grapple at disadvantage.

Crash

You spend 5 ki points to slam your target into the ground, knocking the target prone. Doing this releases the grapple on the creature. This does 4d8 + Str force damage at level 3. This does an extra 2d6 damage at levels 7, 11, and 18, resulting in 10d8 + str force damage at level 18. The crashed creature can make a dex saving throw that beast a DC of 8 + Str + Proficiency to halve the damage done and not become prone.

Power Grapple

You've figured out ways to use your powerful body to restrict the movement of and grapple creatures 2 sizes larger then you. At level 6, you have advantage when attempting to grapple a creature you choose that is 2 sizes larger then you or smaller.

Harassment

At level 11, you're so powerful, that you can use other people as "shields". As a bonus action, you can move your opponent around your body to act as a shield. You gain + 5 AC from a creature 2 sizes larger then you, + 4 AC from a creature one size larger, +3 AC from a creature your same size, +2 AC from a creature one size smaller then you, and +1 from a creature 2 times smaller. Any smaller creature gives no AC bonus. Any creature larger then you can make a dex saving throw that beats a DC of 8 + Str + Proficiency to escape from the grapple when you perform this action.

Extended Reach

At level 17, nobody seems to want to challenge you directly anymore. You have started to need to chase down your prey that you grapple. You've had to get creative, and have learned how to launch your ki at someone to grapple them. As an action, you can project your ki out towards a creature within 100 feet of you to grapple them. This costs 5 ki. Once you have grappled your opponent, you must stay withing 100 feet of the target to It takes 1 ki point per round to continue to restrain an opponent in this way. You cannot move a grappled opponent if you grappled them in this way. As a bonus action, you can release your ki grapple on your opponent.


Back to Main Page 5e Homebrew Character Options Subclasses

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.