The goal of this archetype is to provide players with an option for a physical beat-em-up martial artist, such as a boxer or a karate man, without so much of the magical “ki” features. This will be achieved by up-playing nonmagical martial Techniques that emulate the format of the Battlemaster’s Maneuvers, and downplaying magical effects.
Mixed Martial Arts
When you choose this tradition at 3rd level, you learn specialized martial art techniques from various cultures, allowing you to manifest your Ki through your physical strikes more effectively. This Monastic Tradition refocuses the way you fight and implement your Ki.
Your Unarmored Defense is now equal to 10 + your Dexterity modifier + your Constitution modifier.
Your Ki Save DC also changes to 8 + your Proficiency Bonus + your Strength/Dexterity modifier (your choice).
Some of your techniques require your target to make a saving throw to resist the technique’s effects. Your technique’s use your Ki’s Save DC.
You learn three techniques of your choice, which are detailed under “Techniques” below.
All techniques replace one of your attacks in some way, much like how Grapple and Shove replaces an attack, and may require a Ki point to use as well. A Technique can only replace an attack made by an Attack action or an opportunity attack. The damage of your Techniques uses the damage die of your Martial Arts.
You learn two additional techniques of your choice at 6th, 11th, and 17th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
At 6th level, you have learned how to better read your opponent’s movements, giving you an advantage in close quarters.
You have advantage on checks to resist or break Grapples. If you succeed on a resist/break Grapple check, you can spend your reaction to turn the tables and impose the Grappled condition on your opponent instead.
Additionally, if an enemy within 5 ft. of you misses you with a melee attack, you can use your reaction to make an unarmed strike against them.
At 11th level, you can strike your opponent several times in the blink of an eye. Your Flurry of Blows now grants 3 unarmed strikes instead of 2.
The God Hand
At 17th level, you gain the ability to continually channel your Ki through your body. As an Action, you can spend 10 Ki Points to unleash the power of your Ki and enter the God Hand State, empowering yourself and causing all creatures within 5 ft. of you to make a Constitution saving throw or be blinded until the end of their next turn.
For the next minute, you gain the following benefits:
Your arms radiate a golden light, providing bright light in a 20 ft. radius, and dim light for an additional 20 ft.
Your unarmed strikes deal an extra 1d6 radiant damage to targets you hit.
You have Advantage on saving throws against fears, as well as conditions that would incapacitate you.
You gain the benefits of the Haste spell for the duration.
The God Hand State ends prematurely if you become incapacitated or are reduced to 0 hit points. When you exit this State, a wave of lethargy washes over you, causing you to be unable to move or take actions until the end of your next turn.
Double Mule Kick
While you are not prone, you can expend half of your movement to replace your attack with a double mule kick against your target. This attack is performed at Disadvantage. On a confirmed hit, you deal double damage. Regardless of whether the attack hits or misses, make an Acrobatics check (DC 12). On a successful check, you roll forward and get back up on your feet. On a failed check, you are left prone.
While you are not prone, you can choose to replace your attack against a prone target with an Elbow drop, dealing double damage to your target on a confirmed hit, but leaving you prone until the start of your next turn.
1 Ki point: You can expend half your total movement to get back up on your feet, removing the Prone condition from yourself after performing this Elbow Drop.
In place of one of your attacks, you can goad your opponent into attacking you by making a rude gesture, forcing them to make a Wisdom saving throw. On a successful save, nothing happens.
On a failed save, they have Disadvantage on attacks against targets other than you, and their attacks against you are as the Barbarian’s Reckless Attack. These effects end at the start of the target’s second turn after being goaded.
1 Ki point: You can affect 1 additional target with this goad.
When you hit a target with an unarmed strike, you can choose for the strike to deal no damage and force the target to make a Strength saving throw. On a failed save, the target has the Dazed condition until the end of their next turn.
You can make your attack against a target to be a headbutt. On a confirmed hit, you deal full damage, and both you and your target must make a Constitution saving throw. Whoever fails this save gains the Dazed condition until the end of their next turn.
1 Ki point: You have Advantage on your Constitution saving throw.
When you have a target Grappled, you can forego one of your attacks to force the grappled target to make a Strength saving throw. On a failed save, you impose the Restrained condition on the target for as long as you maintain your grapple upon them. Your speed becomes 0 for the rest of your turn. Using your movement ends the Restrained condition early, but not the grapple.
1 Ki point: Target’s check to break the Iron Grip grapple is made at Disadvantage.
While you are not prone, you can expend half of your total movement to replace an attack with a leg lariat, forcing the target to make a Strength saving throw on a confirmed hit. On a failed save, the target takes the full damage of your attack and they are knocked prone. On a successful save, the target takes half damage and are not knocked prone.
1 Ki point: The target has Disadvantage on their Strength saving throw.
You can replace your attack with a sweep to your opponent’s legs, forcing them to make an Acrobatics check. On a failed check, they take half damage and are knocked prone. On a successful check, they take no damage and are not knocked prone.
1 Ki point: If your target fails their Acrobatics check, you can expend a Ki point to affect another target within 5 ft. of you as part of the same Legsweep.
If you have not yet moved on your turn, you can expend your bonus action to replace your attack with a Flurry of Blows, without spending a Ki point. Your speed becomes 0 for the rest of your turn.
1 Ki point: While grappling a target, you can choose to expend 1 Ki point to force your grappled target to make a Constitution saving throw. On a failed save, they fall Unconscious for 1 minute. They can repeat the saving throw at the end of each of their turns. On a success, they wake up. The Unconscious condition ends early if the target is damaged.
While you are not prone, you can choose to replace one of your attacks against a prone target with two stomp attacks. These stomp attacks do not have Advantage against the target.