Barbarian
Base Class: Barbarian

Some barbarians are experts at dealing damage up close and personal. These warriors fight without dignity, sacrificing health and taking blows to close the distance and grab their foes, because they know that most foes will fall to a single grab.

Barbarians who draw on their grappling might are seen as terrifying threats that can take down even the toughest foes. These barbarians may be mechanically enhanced soldiers or patriotic warriors of brawn, but they all share one thing in common, their powerful physique and terrifying grab.

Barbaric Grab

3rd-level Path of the Grappler feature

While you are raging and are not wielding anything in either hand, you can use your action to perform a Barbaric Grab against one creature within 5 feet of you. That target must make an Athletics or Acrobatics check contested by your Athletics check. If the target fails, it is restrained and your turn ends. If the target succeeds and you have the Extra Attack feature, you can make an attack against them. If the target is still grappled at the start of your next turn, you can use one of two abilities, after which the target is no longer grappled. If you have an extra attack, you can make an attack against the creature after your grapple ability.

Hurricane Piledrive. You leap a number of feet into the air vertically equal to your Strength Modifier (minimum of 1) multiplied by 10, and up to 10 feet horizontally and come crashing down. The target takes double the fall damage it would normally from falling that height, and you do not take any. If you are under the effects of an ability which increases your jump height, your Piledrive distance and height are increased as such.

Powerful Hurl. You throw the target a number of feet equal to your Strength Modifier (minimum of 1) multiplied by 5. If the target does not hit an obstacle in that duration, they are knocked prone and take 1d6 bludgeoning damage. If they hit an obstacle that is less than 1 foot thick, they break through and keep going, taking 1d6 extra damage per broken obstacle. Either you or a willing target can make an Acrobatics or Sleight of Hand check to take no damage from the throw.

After you use one of these features, the target is ungrappled.

Grappling Opprotunist

6th-level Path of the Grappler feature

You are much harder to stay away from, as you can close distances with ease. When you are attacked by a ranged spell or weapon attack or a creature leaves your range, you can move up to half your movement towards the creature. If the creature disengages when they leave your range, you cannot use this reaction.

If you are raging, you can also attempt to Barbaric Grab them if you get within 5 feet of them.

Grappling Champion

10th-level Path of the Grappler feature

When you deal damage using your Barbaric Grab, you can add a number of extra d6 equal to your Rage Damage.

Critical Grab

14th-level Path of the Grappler feature

When you use your Barbaric Grab feature, and you roll either an 18, 19, or 20 on the Athletics check die, you critically grapple them. Your jump height, jump distance, throw distance, and damage dice are all doubled. If you down a creature with damage from a critical grab, you regain a number of HP equal to the amount they had remaining.

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