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Prerequisite: Dexterity 13 or higher
 

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

You've developed the skills necessary to choke and break limbs in close-quarters grappling. You gain the following benefits:

  • You have advantage and add both your Strength and Dexterity bonuses to your grapple attack roll.
  • Hold: You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Choke: After a successful grapple, as a bonus action, you may choose to apply a choke to your opponent. Make an additional grapple check, and if successful, the creature of small or medium size, is rendered unconscious as with the Sleep spell for 1d6 rounds.
  • Break Limb: After a successful grapple, as a bonus action, you may choose to break a limb of your opponent. Make an additional grapple check, and if successful, the creature of small or medium size, has one of its limbs broken.  Roll a 1d4, 1-2 an arm; 3-4 a leg.  A creature with its weapon arm broken has disadvantage on all attacks; a creature with a broken leg is reduced to crawling movement at 5 ft per turn and remains prone.
  • Counter Grappler: You are comfortable even If successfully grappled and pinned yourself, by a small or medium creature. As a reaction you may use your Hold, Choke, Break Limb technique; any success also un-restrains yourself.
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