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Jujitsu

Jujitsu

The Way of Jujitsu is a monastic tradition that emphasizes grappling, joint manipulation, throws, holds, and ground control. Masters of this path understand that raw force is not always necessary to achieve victory. Instead, they use technique, timing, leverage, and balance to outmaneuver stronger foes. This tradition replicates the core philosophy of real-world Jujitsu: overcoming strength with technique and using an opponent’s movements against them. Students of this way become adept at grappling in the heat of combat, twisting limbs into submission and rendering their opponents helpless. Through intense discipline, they develop extraordinary control of their bodies and minds, allowing them to deflect attacks, neutralize strikes, and throw opponents to the ground with ease.    

Clinch and Control

Starting when you choose this tradition at 3rd level, you learn to quickly engage opponents in grappling positions and maintain control over them. You gain proficiency in the Athletics skill if you don't already have it, and you can make Dexterity (Acrobatics) checks in place of Strength (Athletics) for all grappling contests.     Additionally, when you hit a creature with an unarmed strike, you can attempt to grapple the target as part of the same attack (no free hand required). When a creature is grappled by you, they take bludgeoning damage equal to your Martial Arts die at the start of each of their turns as you maintain control through pressure techniques.    

Joint Lock

Also at 3rd level, you become adept at manipulating joints and forcing submissions. While grappling a creature, you can use your bonus action to attempt a Joint Lock. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become restrained until the grapple ends.
  • While a creature is restrained by your Joint Lock, it has disadvantage on attack rolls and Dexterity saving throws.
  • If the restrained creature attempts to escape your grapple, they do so with disadvantage on the check.
  • If you end your turn without using an attack or action to maintain the lock, the creature escapes the restraint but remains grappled.
  •     You can use Joint Lock a number of times equal to your proficiency bonus and regain all expended uses after a short or long rest.    

    Flowing Counter

    At 6th level, you learn how to turn your opponent’s aggression against them, capitalizing on missed strikes. When a creature misses you with a melee attack, you can use your reaction to either:
  • Redirect their force. The attacker must succeed on a Strength saving throw against your Ki save DC or fall prone as you off-balance them with a throw.
  • Instant Grapple. You move into their space and initiate a grapple, making a contested Athletics check as part of the reaction. If you succeed, the target is grappled by you and takes bludgeoning damage equal to your Martial Arts die.
  •     This technique reflects the key principles of redirection and counter-movement, rewarding the monk for controlling the flow of combat.    

    Submission Mastery

    At 11th level, you become an expert in locking down your enemies with grappling techniques, making it nearly impossible for them to escape your control. While a creature is grappled by you:
  • The creature automatically fails Constitution saving throws to resist stunning effects from your Stunning Strike.
  • If you successfully restrain a creature using Joint Lock, you can use your action to force the target to make a Constitution saving throw against your Ki save DC. On a failed save, the target becomes incapacitated until the grapple ends.
  •     Additionally, when a grappled or restrained creature takes damage from your Martial Arts die, they take extra damage equal to your Wisdom modifier.    

    Absolute Technique

    At 17th level, your understanding of grappling has reached a transcendent level, allowing you to control the battlefield with flawless technique. You can now grapple creatures of any size, including creatures larger than yourself (even Huge or Gargantuan).     Additionally, as part of a grapple or when you have a creature restrained, you can activate Absolute Technique by spending 3 ki points. For the next minute, you gain the following benefits:
  • Unyielding Hold. Grappled creatures cannot escape your grapple unless they roll a natural 20 on their contest.
  • Subdual Mastery. When you grapple a creature and it reaches 0 hit points, you can choose to render it unconscious instead of killing it.
  • Effortless Throws. You can throw creatures you grapple up to 15 feet in any direction, and they take bludgeoning damage equal to your Wisdom modifier + your Martial Arts die.
  •     Once you use Absolute Technique, you cannot do so again until you finish a long rest.

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