Jujutsuka (Yaranaika)
New Monk Subclass: Jujutsuka (柔術家)
The monk selects one of the martial arts to train. Jujutsu (Japanese: 柔術, jūjutsu,) is one of the most common, although in Mythic Japan there are already over 2000 styles of jujutsu only. You can come up your own name for your character's Martial Art, or use one of the suggestions below.
Gaijin might practice boxing, bartitsu, or savate (I know, the last two didn't even exist in 1500s but hey, this is fantasy!). Many Kung fu -styles have also been introduced to Mythic Japan.
Martial Art can have falls, grapples, holds, kicks, locks, strikes, sweeps, throws, and weapon techniques: kusari-gama, naginata, (glaive), quarterstaff (bō), tetsubo, three-section staff, tonfa, walking stick (hanbō or jō), and war fan. (See ninja character class for ninja weapons; they are not known to most martial artists.)
Level 3: Martial Arts Training
You can choose three techniques from those listed below.
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Technique Rules
Techniques are new options for Unarmed Strike unless said otherwise. Generally, you can't combine two or more techniques to same attack. If you can justify it to the game master, you may—usually with a Disadvantage.
Establishing a hold or a lock. To establishing a hold or a lock, the target must have Grappled condition. The hold or lock attempt is an action, using Strength (Athletics) or Dexterity (Acrobatics) roll against DC of 8 + target's Strength or Dexterity modifier (whichever is better) + target's Proficiency Bonus
.
Escaping from a hold or lock. As long as a grappled target is in a hold or a lock, it needs to first escape from the hold or lock before it can try escaping from grapple. Held or locked target attempts Strength (Athletics) or Dexterity (Acrobatics) at a Disadvantage. DC is same as grapple escape DC (8 plus your Strength modifier and Proficiency Bonus
).
Martial Arts Techniques
General Techniques
Spinning Attack. You turn around in a circle before attacking. This spends two attacks. If you don't have extra attacks, the attack roll is at a Disadvantage. If you hit, double the damage dice of your attack (on a critical hit, triple the dice). This technique works only with Unarmed Strike or a melee weapon, which must either be a simple melee weapon or a martial melee weapon with Light property. Sneak Attack dice are not doubled.
Falls
Tumbling. Whenever you are about to get Prone condition, you can use a Reaction to swiftly roll out of danger and avoid going prone. DC is equal to either the damage you received from the attack, or, if the attack was non-damaging, 8 + opponent's Strength modifier + opponent's Proficiency Bonus
. On a failure, you fall Prone in the square you were in. On a success, you stand up again—and you may also move five feet away from the attacker, if the way is not blocked.
Kicks
Stamp Kick. Dramatic finishing move used against a Prone opponent. You forfeit the Advantage to your attack roll due to Prone position, but if you hit, it is automatically a critical hit. (See movie Enter the Dragon (1973) at 1:03:50!)
Holds
Choke Hold with Legs. You lock your legs around the Grappled target's neck, inflicting Suffocation hazard to target and establishing a hold. Due to the strong pressure, target immediately gains one level of Exhaustion. Target's time to hold its breath is reduced to one round plus its Constitution modifier (minimum two rounds) before more exhaustion begins to accumulate. Creatures that don't breathe or have several heads are immune to suffocation, but not to the hold in itself.
Strikes
Uppercut. This is a short punch that can be used against the grappler if you have the Grappled condition, and against a creature grappled by you. In these situations, you gain Advantage to attack roll. Damage is halved, though, before taking target's possible resistances etc. into account. Uppercut can also be used as a basic Unarmed Strike, using damage option only. If it's currently somehow advantageous to use a very short punch in close quarters, you gain Advantage to attack roll. Outside of grapple situations, damage is not halved.
Sweeps
Sweep. You attempt to knock target's legs out from under it or otherwise unbalance it. Creatures immune to Prone condition are immune to sweep. Your attack roll is the DC for target's Dexterity or Strength saving throw (whichever is better). If target fails, they go Prone.
Throws
Sacrifice Throw. You make an Unarmed Attack with Grapple option, falling with your target and using your entire weight to unbalance them. You have Advantage to the attack roll. Regardless of the result, you get Prone condition. If your grapple is successful, your target is both Grappled and Prone.