Unarmed Mastery Image

As part of one of your attacks, you can try to trip or throw. Tripping requires a dexterity save or they fall prone. Throwing requires a strength contest. You have advantage if the creature is smaller than you and disadvantage if the creature is larger than you, up to one size larger. If you win the opponent can be thrown up to 15 feet way, and then they have to pass an acrobatics check or fall prone. If thrown into someone else, the other opponent can make an acrobatics check, or both fall prone and take 1d6 bludgeoning. If the target succeeds the check then the thrown opponent has to make the check as they normally would. Alternatively, the other opponent can attempt a strength save to catch the thrown opponent, with failing having the same effect. If thrown against a wall, the thrown opponent will take 2d6 bludgeoning.

When you grapple a creature, you make attacks against them as normal with advantage. If on the ground while grappling a creature, others do not get advantage against you. If an attack does come your way, you can use your reaction to make the attack hit the creature you are grappling.

Using your bonus action to attack, you can make a number of unarmed attacks equal to half your proficiency bonus rounded up.

Unarmed Mastery Image

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