Judo Master (Revised) Image
Prerequisite: Requires strength or dexterity of 18 or greater
 

“Slam your opponents into the unforgiving earth. Make them scream for mercy. Immobilize them. Disassemble them limb by limb.”

—Sifu Tarrod Jointrender, Orc Judo Master 

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

  • You have advantage on grappling checks (athletics or acrobatics).
  • If you are grappled by an enemy,  you may use a bonus action to break the grapple, or a full action to reverse it. This requires a grapple check contest (athletics or acrobatics) between the user and the opponent.
  • On a successful grapple contest against your opponent, (acrobatics or athletics check) you can choose one ability from below to add to your grappling effect..
  1. Shoulder throw: you take hold of the opponent and attempt to throw them over your shoulder and slam them to the ground. The opponent takes 2d4 bludgeoning damage and is immediately knocked prone. Additionally, you can throw the enemy into a space up to 10 feet away from you. Note: Consult with DM to determine if shoulder throw can do damage to enemies impacted if the primary target is thrown into them. 

  2. Restraining hold:  while grappling your opponent, you attempt to restrain them with your arms and legs. This lasts for one turn. The restraining hold may be maintained for more than one round but this requires a grapple contest between the enemy and player each round. It requires a full action to maintain the hold. 

  3. Submission hold:  you attempt to hyperextend one of the opponent’s joints, causing extreme pain. The opponent takes 3d8 bludgeoning damage. The submission hold can be held for more than one round, causing an additional 1d8 damage every turn until the grapple is ended. The character must use an action to hold the submission beyond one round, but this requires an grapple contest each round. (A creature can't be killed by a submission.  If the creatures hit points reach 0 due to this effect, it is knocked out.)
  4. Crippling dislocation: you attempt a joint lock aimed at dislocating one an opponent’s leg joints (hip, ankle or knee). The target takes 2d4 bludgeoning damage and their movement speed is halved for 1 minute. Opponents who have dislocations on both legs/knees have a movement speed of zero. Opponents with dislocated limbs can roll a medicine check each turn to reduce their dislocated limb. Check with the DM to determine the DC for this medicine check. 
  5. Disarming dislocation: you attempt a joint lock aimed at dislocating one of an opponent’s arm joints (shoulder, elbow or wrist). The target takes 2d4 bludgeoning damage and they drop whatever they are holding in that arm. For 1 minute, any attack actions the target makes with that arm do half damage. Target can attempt a medicine check to realign their joint before the 1 minute elapses. Check with the DM to determine the DC for this medicine check. 
  6. Head slam: after taking hold of the opponent, you attempt to sweep their leg(s) from under them and slam their head into the ground. The opponent takes 2d4 bludgeoning damage and are stunned for one turn. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/26/2019 3:20:43 PM
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4/26/2019 7:34:33 PM
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5/6/2019 2:02:49 AM
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5/29/2019 2:57:06 PM
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5/30/2019 2:05:55 PM
79
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Judo Master (Revised) Image

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