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🐾 Submission Holds

Ground-and-Pound Pin

  • Setup: Grapple a creature of equal or smaller size.

  • Effect: The target is knocked prone and held there. While pinned, the target is restrained and your allies have advantage on melee attack rolls against it.

  • Damage: At the start of your turn, you may deal 1d6 + Strength modifier bludgeoning damage as you crush or slam them into the ground.

  • Escape: At the end of each of its turns, the target can attempt an Athletics or Acrobatics check vs your Athletics to break free.


Chokehold (Sleeper’s Grip)

  • Setup: Grapple a creature of equal or smaller size.

  • Effect: On the following turn, you may use your action to apply the choke harder. The target must make a Constitution saving throw (DC = 8 + proficiency + Strength mod).

  • On Fail: The creature is incapacitated until the start of its next turn as it struggles to breathe. Subsequent fails cause the creature to lose 1/4 of its hp on every fail as it begins to suffocate until at least one success is made. 

  • On Success: The choke weakens; the creature takes 1d4 bludgeoning damage but does not lose its turn.

  • Continuing the Choke: Each round, the target and you make contested Athletics checks. On the target’s second success, they break free and gasp for air.


Bearhug Crush

  • Setup: Grapple a creature of your size or smaller (or up to Large if you’re enlarged).

  • Effect: The target is restrained as you lift them off the ground.

  • Damage: Each turn, as your action, you crush them for 2d6 + Strength modifier bludgeoning damage.

  • Escape: Target contests with Athletics or Acrobatics against your Athletics at the end of each of its turns. On a success, they drop to the ground prone within 5 feet.

🐾 Slam Moves

These use your action while raging and grappling. Damage scales with your Rage power.


Suplex Slam

  • Setup: Grapple a creature of equal or smaller size.

  • Effect: You heave them backward in a suplex, slamming them headfirst.

  • Damage: 2d6 + Strength modifier bludgeoning damage. If you are Large, increase to 3d6. If Huge, 4d6.

  • Rider: The target lands prone.


Powerbomb

  • Setup: Grapple a creature of equal or smaller size.

  • Effect: You lift them overhead and smash them down.

  • Damage: 3d6 + Strength modifier bludgeoning damage. If you are Large, increase to 4d6. If Huge, 5d6.

  • Rider: If you roll max on any die, the target is stunned until the end of its next turn as it struggles to breathe.

Spinning Piledriver

  • Setup: Grapple a creature of equal or smaller size.

  • Effect: You spin the target and drive their head into the ground.

  • Damage: 3d8 + Strength modifier bludgeoning damage. If you are Large, increase to 4d8. If Huge, 5d8.

  • Rider: Target must succeed on a Con save (DC = 8 + prof + Strength mod) or be dazed (disadvantage on attacks for two rounds or until regaining at least 1 point of healing).


Backbreaker Toss

  • Setup: Grapple a creature and lift it across your knee or back.

  •  Damage: 2d8 + Strength modifier bludgeoning damage. 

  • Rider: if both the damage dice show double 8's add 2 more damage dice equaling up to a total of 4 damage dice. The target then only moves at half movement speed until healed.

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