Way of the Sumotori
Way of the Sumotori (Monk)
A beefy grappler whose size and strength is unmatched.Shingitai
At 3rd level, you focus your martial arts training on gaining mass and increasing your raw physical power, and follow the core principles of the sumo; shingitai - heart, technique and body. You gain the following benefits: Heart. You can use your reaction to grant yourself advantage on saving throws or Strength (Athletics) contests that would knock you prone, and reduce the distance of any undesired push or pull effect by half. Technique. You gain proficiency in the Athletics skill if you do not already have it. In addition, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can attempt to grapple it. Body. You gain 3 additional hit points, and 1 hit points each time you gain a level in this class. The nature of your Unarmored Defense also changes. While wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.Shiko Ritual
At 6th level, your shiko, the combat ritual of the sumo, manifests the power to commune with the gods and drive out evil spirits. You gain the following abilities:Invoke the Divine - As a bonus action, you can spend 1 ki point to clap your hands together in a ritual to draw the attention of the gods. When you use this ability, you cast divine favor.
Repel the Wicked - As an action, you can expend 1 ki point to perform your shiko ritual, powerfully stomping the ground to drive away demons and evil spirits. When you use this ability, you cast protection from evil and good without the need for material components, targeting yourself.
Purifying Dohyo
At 11th level, you learn to construct and purify a dohyo, a sumo combat ring, cleansing the area of evil spirits, or trapping them within its bounds. You can spend 3 ki points to cast the magic circle spell, substituting a handful of salt as the material component for the spell. Alternatively, you can spend 5 ki points to reduce the casting time to one action. A dohyo created using this ability has additional magical properties. Creatures outside the dohyo have disadvantage on attack rolls against those inside it, and when you start your turn within the dohyo, you gain temporary hit points equal to half your monk level.Mountainous Might
Beginning at 11th level, you count as one size larger for the purposes of grappling and shoving opponents, and other creatures making grapples or shoves against you.Tsuppari Strike
Starting at 17th level, you can unleash an all-out assault against a single opponent. When you take the Attack action and make both attacks against the same target, and use your bonus action for Flurry of Blows, you can spend up to 4 additional ki points, making one unarmed strike against that same target for each additional ki point spent.Remove these ads. Join the Worldbuilders Guild
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