Fighter
Base Class: Fighter

This archetype excels at controlling enemies of similar size and can completely lock them down while party members deal massive damage.

 The main weaknesses of this archetype are the need to have at least one hand free to grapple, and the inability to deal with very large or incorporeal opponents.

Master Grappler

Starting at the 3rd Level, when you choose this archetype, choose either Strength or Dexterity. This represents whether you prefer to overpower your opponents with your strength or use their own strength against them with your superior dexterity. The modifier of the chosen ability score (Strength or Dexterity) will be referred to as your grappling modifier and your grappling skill is athletics or acrobatics respectively. When you make a grapple attack use that skill for the grapple check.

You also gain the grappler feat with the modification that when you pin a creature, you do not become restrained.

Additionally, you learn 2 of the following moves. You may learn 1 additional move at levels 5, 7, 11, and 15.

 If a move requires the target to make a saving throw the DC is 8 + your grappling modifier + your proficiency.

Captive Shield

When an attack misses you, if you have an opponent restrained, you can use your reaction to have the attacker reroll the attack against the restrained target's AC. If it hits, roll damage as normal and apply it to the restrained opponent.

Concuss

On your turn, if you have two targets grappled, you may use an action to attempt to smash your two grappled opponents together. Make a grappling check contested by an athletics check of the target with lower strength. 

If you succeed, both targets take 1d8 + your strength modifier + the difference in contest scores as bludgeoning damage and must make a constitution saving throw or are stunned until the end of their next turn. 

Both targets are no longer grappled regardless of the outcome of this action.

Disarm

On your turn, if you have an opponent grappled, you may use your bonus action to wrest control of something your opponent is holding. If you have at least one empty hand, make an grappling check contested by the target's acrobatics or athletics (they choose).

If you succeed or fail, the target is no longer grappled (or restrained if applicable). If you succeed, you gain control of an item the opponent was holding and are holding it (your hand is no longer empty). You may attack with it using an action if you still have one.

Flying Piledriver

You attempt to break your fall with a creature you have grappled or restrained.

When you would take fall damage while you have a creature grappled or restrained, you may use your reaction to try to get them to absorb the damage instead. They must make a saving throw. If they fail, they take all your fall damage; if they fail, they take half. In either case, the damage they take is capped at 5d6 and you take any remaining damage.

Grapple Reversal

When an opponent misses a melee attack or grapple attempt against you, you may use your reaction to attempt to grapple the target as you would with the grapple attack.

Incapacitate

On your turn, if you have an opponent restrained, you may use an action to attempt to choke out or otherwise incapacitate your restrained opponent. Make an athletics check desperately contested by the target (d20 + constitution modifier + str modifier). If you succeed, the target takes 1d4 + your strength modifier + the difference in contest scores as necrotic damage and becomes unconscious. The unconsciousness ends if the creature receives healing, makes a DC 15 saving throw for its turn, or after 1 hour.

If you fail, the target escapes your grasp, is no longer restrained or grappled, and suffers 1 level of exhaustion.

Pin

On your turn, if you have an opponent grappled, you may use your bonus action (rather than an action) to try to pin a creature grappled by you as detailed by the grappler feat.

Takedown

When an opponent moves out of reach and you make an opportunity attack, if the attack succeeds, you may knock the target prone.

Throw

If an opponent moved at least 5 feet and missed a melee attack against you or if you have an opponent grappled, you may use your reaction (if former) or action (if latter) to attempt to throw the opponent.

Make a grappling check contested by the target's acrobatics. If you succeed, you may throw the target up to 10 feet (double that for each size smaller than you it is) in any direction. It takes 1d6+your proficiency bonus of bludgeoning damage and is prone. 

If another creature is in the trajectory of the thrown creature, it must succeed on a dexterity saving throw or take 1d4 bludgeoning damage and is also knocked prone. 

Conditioning

Starting when you choose this Martial Archetype at the 3rd level, you are especially good at using your body to its maximum potential. You gain a conditioning die. When you make a skill check with your grappling skill (athletics or dexterity), you may roll this die and add it to your score. After you roll the die, if it is not a d4 and your result was odd, the die demotes. A d10 demotes to d8, d8 to d6, and d6 to d4.  If you roll a 1 on the d4, you suffer 1 level of exhaustion. 

When you take a long or short rest, your Strength Die returns to its maximum based on your level.

Class Level

Maximum Conditioning Die

3

D4

5

D6

11

D8

17

D10

Hostage

Starting at the 7th level, while you have at least one creature pinned, you gain +2 to your armor class.

Unshakeable Grip

Starting at level 10, the strength of your will as manifested through your grip grows to magical proportions. If a creature is restrained due to your grappler feat, any action that results in it being set free by ending the grappled and, thus, the restrained condition instead only ends the restraint; the target is still grappled. If the action would set it free due to involuntary movement (e.g. thunderwave) or even banishment or teleportation, you may choose whether to let go, or follow it, or have it follow you. Both the restrained and grappled condition are still removed if you become incapacitated.

Herculean Strength

Starting at the 15th level, you may attempt to grapple and pin creatures up to two sizes larger than you. 

Total Control

You may attempt to grapple and pin creatures up to three sizes larger than you.

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