Base Class: Fighter
Every fighter loves a good battle whether it be a battle of brawn or wits, however those trained in the art of Pankration especially love the hands on approach. Pankration is a mix between boxing and wrestling where fighters use everything at their disposal. There are three rules however, no eye gouging, no striking the groin and no biting. Pankration was said to be invented by ancient heroes, a mix of honorable combat and violent sport provides a release for all, whether it comes through achieving victory, or a somewhat peaceful short nap.
Boxing
At 3rd level your boxing skills are second to none.
When you make an attack, on hit you can use your talents to attempt to shove them or initiate a grapple as a bonus action. On a successful opposing athletics you can knock your opponent prone, push them away or initiate a grapple.
Adversely, when you use your action to attack, you may use your bonus action to make a second unarmed strike.
Your unarmed strikes can be considered lethal and deal 1d4 + Str mod. When you reach 5th level deal 1d6, 7th 1d8, 10th 1d10
Controlling the Grapple
At 3rd level your wrestling training has given you tools to deal with a multitude of opponents in different scenarios. It is difficult to break the grapple of those well studied in pankration, DC is 8 + Str mod + Proficiency.
You have access to the following Techniques:
- Pinning - If you are in control of a grapple, as an attack action, you can attempt to pin a single opponent you have grappled by bringing them to the ground. On a successful opposing athletics check you can grapple them to the floor and lock them down so they may not move and have disadvantage on breaking your hold. From here they may be tied up by another party member or you can continue holding them. Once pinned they must make a successful athletics or acrobatics check against your Pankration DC
- Choking - If you are in control of a grapple, as an attack action, you can attempt to choke out the grappled creature if they breathe, make opposed athletics checks, on success they are placed in a hold and choking. While you are choking them they take your unarmed damage once every round on your turn until they reach 0 HP and pass out or break free. Your subsequent turns are used maintaining the choke. Once choked they must make a successful athletics or acrobatics check against your Pankration DC
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Throwing - If you are in control of a grapple, as an attack action, you may attempt to throw the creature you are grappling, make an athletics check against their AC as they squirm, on a success, you may throw the target and they take your unarmed damage. Different throwing techniques have different movement effects, however all throws, on a failed athletics/acrobatics check, make the target prone. You have access to the following techniques. Throw recovery is your Pankration DC.
Types of Throws:
- Suplex - You move the opponent into the space behind you.
- Giant Swing - You spin around holding the opponent by their ankles and toss them in a random direction 10 feet away from you.
- Body Slam - You move the opponent into the space to the right or left of you.
- Bulldog - You trade places with your opponent.
- Powerbomb - Both you and your opponent remain in the same space.
It’s All Technique
When you reach 7th level your ability to maneuver both yourself and your opponent has increased with constant real time practice. You gain the following benefits:
- While grappling your movement speed is no longer halved.
- You may spend your action to gain advantage on initiating a grapple.
Superior Wrestler
When you reach 10th level your practice has made your wrestling technique nigh perfect and preparation has provided you with your own personal style. You gain the following benefits.
- Should you choose to you can grapple two creatures within melee range at once as an attack action. If both creatures fail their opposed athletics checks, they are grappled. Both you and the grappled creatures speeds are reduced to 0 and you cannot make attacks against them however they can against you.
- When moving at least 10 feet toward a creature, you may perform a running throw, on a successful athletics check you execute a ‘Bulldog’ throw instantly without needing to first initiate a grapple. Upon failure, you are pushed to the side and end in the space just past your opponent.
Takedown Tactics
Take-downs have become second nature to you. At 15th level, you are able to pin or choke as a bonus action, as well when choking you can now make attacks attempts to quicken the process.
Momma Said Knock You Out
When you reach 18th level using your perfected boxing skills, when you make an attack, on hit, if the creature has less than 100 total Hit Points the creature must make a Constitution saving throw against your Pankration DC. On failure the creature is reduced to 0 HP and rendered unconscious.
You are able to use this feature an amount of times per day equal to your Strength Modifier with a minimum of once.
Previous Versions
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10/9/2019 3:45:29 AM
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1.0
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Coming Soon
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