Barbarian
Base Class: Barbarian

The thrill of battle is what pushes Path of the Grappler barbarians to fight. They enjoy destroying their enemies  by grabbing and smashing them into whatever they can find in the environment around them. They also excel in using whatever they can find to strike their enemies, whether it be a chair in a tavern, a rock that they found on the ground or even another person that they are fighting.

Grapple Expert

When you choose the Grappler path at 3rd level, you learn how to use grappling to your advantage,

You gain proficiency with improvised weapons. Your unarmed strikes deal 1d8 + your strength modifier bludgeoning damage if you are not wielding a shield. If you are, your attacks deal 1d6 bludgeoning damage. Your attacks with improvised weapons do the same amount of damage but the damage type may change based on what you use. Speak with your DM to see what could count as slashing, piercing or bludgeoning damage. You are able to pick up an improvised weapon as part of your attack and you are able to throw an improvised weapon as long as it is not a person. Improvised weapons have a short range of 20ft and a long range of 60ft

When you have your target grappled, you gain advantage on attacks with your unarmed strikes or improvised weapons against that target.

You may also grapple targets that are larger than you. If you attempt to grapple a target you must make an Athletics check equal to DC12 + 6 for each size larger the target is compared to you. For example if you are medium it is a DC 18 athletics check to grapple a large target. Targets that are larger than you also require you to use both of your hands to grapple them.

If you put on gloves or bracers with magical properties, your Unarmed Strikes and Improvised Weapon attacks become magical. This also applies to other class abilities that you have.

The damage die for your unarmed strikes and improvised weapons increases to 1d10 at 10th level when not using a shield and 1d8 if you are.

Ferocity

 When you reach 6th level in this class, you are able to focus your mixture of excitement and rage into techniques called Grappler Maneuvers.

These maneuvers have many different effects that can alter the tide of battle.

You are able to regain these points on a short or long rest.

Grappling Maneuvers

Beginning at 6th level, while enraged, you can use Grappling Maneuvers which allow you to use your grapples and improvised weapons in different ways.

The saving throw DC for these maneuvers is equal to 8 + your Constitution modifier + your proficiency bonus.

You are also able to replace one of these maneuvers per long rest.

The Grappling Master effects also affect Grappling Maneuvers whenever applicable.

You can take two of these at 6th level, one at 10th level, and one more at 14th level.

Full Force Throw

You use all your strength to throw your target as far as possible.

You can spend a Ferocity point and one of your attacks to throw a target that you have grappled a distance equal to five times your strength modifier. You must make an attack roll to see how accurately you throw your target.

If you try to throw your target four times your strength modifier in feet, you must get a 18 on your attack roll. If you try to throw your target twice your strength modifier in feet, you must get a 13 on your attack roll. Otherwise you do not need to make an attack roll. If you miss your attack, you miss your target by 5 feet directly behind where you wanted to throw. If you get a natural 1, you miss your throw by 10 feet.

If your target is two sizes smaller than you, you may throw them twice the distance, and do not need to roll for the attack.

After your throw your target, if it would hit an obstacle the target and the obstacle take bludgeoning damage equal to 1d8 + your Strength modifier and the thrown target stops. If there is no obstacle the target may make a dexterity saving throw to try to land. If they fail the hit the ground and take 1d6 bludgeoning damage and are knocked prone. If they succeed they take no damage from the fall and are not knocked prone.

The damage dice increase to 1d10 for hitting a target at 10th level.

The Grand Slam

If you are holding a two handed or versatile improvised weapon you can spend 2 Ferocity points and one of your attacks to slam your target dealing 2d8 + your Strength modifier with the damage type of your improvised weapon. 

They then must succeed a constitution saving throw or be pushed a number of feet equal to your strength modifier times 3 directly away from you.

If they hit an obstacle or another target on their flight they stop and take additional bludgeoning damage equal to 1d8 + your Strength modifier and if the target they hit has hit points they take the same amount of damage. If they hit the ground they must succeed a dexterity saving throw or be knocked prone. If they succeed they are not knocked prone.

If you are using The Perfect Weapon, the target you have grappled also takes the initial damage from the attack.

The damage dice for this attack increase to 1d10 at 10th level.

The Ground Pound

You can spend 1 Ferocity point and one of your attacks to slam a target you have grappled into the ground dealing bludgeoning damage equal to 1d6 + your Strength modifier and knock them prone. If you release the grapple on your target you may attack them with an Unarmed Strike / Improvised Weapon attack.

The damage die increases to 1d10 at 10th level.

The Head Masher

If you have a grappled target that is your size or smaller, you can spend 2 Ferocity point and one of your attacks to grapple another target within range and smash their heads together, dealing bludgeoning damage equal to 2d8 + your Strength modifier to both targets and forcing them to make a constitution saving throw or fall prone. If they succeed the saving throw they do not fall prone.

The damage increases to 2d10 at 10th level.

The Perfect Weapon

You can use your grappled as an improvised weapon that deals bludgeoning damage, while spending 1 Ferocity point per attack action. A target that is equal to or larger than your size is used as a two handed improvised weapon. A target that is smaller than you is used as a one handed improvised weapon.

Each time you attack with a grappled target, they take the same amount of damage that they deal to another target, this also counts if you slam them into an obstacle.

If you use all of your attacks to attack with a grappled target, they must succeed a constitution saving throw or become stunned until the start of their next turn or until you attack with them again on your next turn.

If your grappled target is larger than you are you spend an additional Ferocity point per size larger they are compared to you.

A grappled target that is Large deals one extra die of damage, a Huge target deals two extra dice of damage, and a target that is Gargantuan deals four extra dice of damage.

Extra Attack

Beginning at 10th level, you can attack three times, instead of twice, whenever you take the attack action.
Your Unarmed Strikes / Improvised weapon attacks and your Grappling Maneuvers increase in their damage dice.

From the Top

At 14th level, you gain a jump height equal to 6 times your strength modifier.

This is also affected by Grappling Maneuvers when applicable.

As an action and at the cost of all your movement, you may jump up and make an attack roll against a target to see if you can aim yourself to fall on top of them. If the target is Large or larger or you are large or larger, you have advantage on this attack. 

For every 5 feet you fall before you hit the target, you add 1d6 bludgeoning damage to the attack. If you are larger than the creature you are attacking add 1d8 for every 5 feet your fall. You also take half of the damage as you land. You may choose to grapple the target after the attack. If you hit your target they must make a Constitution saving throw or be knocked prone. If they succeed they are not knocked prone.

You can use this ability twice per long rest.

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