Way of the Sumo
An ancient tradition of the Ryushin people, this monastic way is rare outside of their culture. Built powerfully and immovable, the sumo are a difficult force to avoid and even harder to pass.
You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.
Your great bulk enhances your offense and defense. When not wearing armor or a shield, your Armor Class is equal to 10 + your Constitution modifier + your Wisdom modifier. Additionally, you gain 3 hit points and gain 1 additional hit point each time you gain a level in this class. You can also use Constitution, in place of your Strength for Martial Arts attack and damage rolls.
You gain proficiency in the Athletics skill. If you are already proficient in it, you gain Expertise instead. Additionally, you can use your bonus action to enter a stance that grants you advantage on checks and saves against being moved, knocked Prone, or Grappled until the start of your next turn.
While you are holding nothing in your hands and you use the Attack action on your turn to make an unarmed strike, you can make one additional unarmed strike as part of the same action. You must use either Strength or Constitution for all unarmed strike made during this turn. Additionally, once per turn when you hit a creature that is Prone or Grappled by you with an unarmed strike, the target takes additional damage equal to a roll of your Martial Arts die.
As an action, you can slam your foot into the ground, creating a shockwave. All creatures within 10 feet of you must succeed on a Strength saving throw or be knocked Prone. You can use this feature a number of times equal to your Monk Power Reservoir, and you regain all expended uses after a short or long rest.
Your mental fortitude has grown as strong as your physical presence. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in another saving throw of your choice.
When you hit a creature with an unarmed strike, you can impose one of the following effects on that target:
You can channel your inner strength to literally shake the earth. You can replace an attack when you take the Attack action to cause the ground in a 20-foot radius centered on yourself to tremble and heave. All creatures of your choice in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 bludgeoning damage and is knocked Prone. On a success, a creature takes half as much damage and isn't knocked Prone. A creature that is already Prone has disadvantage on the saving throw and gains vulnerability 10 to the damage. Once you use this feature, you can't use it again until you finish a short or long rest.
Techniques of the Sumo
3rd-Level Monk (Way of the Sumo) FeatureYou learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level.
Monk Level | Technique |
---|---|
3rd | arresting strike |
5th | unyielding perseverence |
9th | indomitable spirit |
Solid Body
3rd-Level Monk (Way of the Sumo) FeatureYour great bulk enhances your offense and defense. When not wearing armor or a shield, your Armor Class is equal to 10 + your Constitution modifier + your Wisdom modifier. Additionally, you gain 3 hit points and gain 1 additional hit point each time you gain a level in this class. You can also use Constitution, in place of your Strength for Martial Arts attack and damage rolls.
Unyielding
3rd-Level Monk (Way of the Sumo) FeatureYou gain proficiency in the Athletics skill. If you are already proficient in it, you gain Expertise instead. Additionally, you can use your bonus action to enter a stance that grants you advantage on checks and saves against being moved, knocked Prone, or Grappled until the start of your next turn.
Forceful Strikes
3rd-Level Monk (Way of the Sumo) FeatureWhile you are holding nothing in your hands and you use the Attack action on your turn to make an unarmed strike, you can make one additional unarmed strike as part of the same action. You must use either Strength or Constitution for all unarmed strike made during this turn. Additionally, once per turn when you hit a creature that is Prone or Grappled by you with an unarmed strike, the target takes additional damage equal to a roll of your Martial Arts die.
Stomp of Disruption
6th-Level Monk (Way of the Sumo) FeatureAs an action, you can slam your foot into the ground, creating a shockwave. All creatures within 10 feet of you must succeed on a Strength saving throw or be knocked Prone. You can use this feature a number of times equal to your Monk Power Reservoir, and you regain all expended uses after a short or long rest.
Immovable Mind
10th-Level Monk (Way of the Sumo) FeatureYour mental fortitude has grown as strong as your physical presence. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in another saving throw of your choice.
Sumo's Might
17th-Level Monk (Way of the Sumo) FeatureWhen you hit a creature with an unarmed strike, you can impose one of the following effects on that target:
- It must succeed on a Strength saving throw or be knocked Prone.
- It must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
- You deal additional bludgeoning damage equal to a roll of your Martial Arts die. You can only use this option if the target is prone.
Earthshaker
17th-Level Monk (Way of the Sumo) FeatureYou can channel your inner strength to literally shake the earth. You can replace an attack when you take the Attack action to cause the ground in a 20-foot radius centered on yourself to tremble and heave. All creatures of your choice in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 bludgeoning damage and is knocked Prone. On a success, a creature takes half as much damage and isn't knocked Prone. A creature that is already Prone has disadvantage on the saving throw and gains vulnerability 10 to the damage. Once you use this feature, you can't use it again until you finish a short or long rest.
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