Brutal Striker Image
Prerequisite: Requires a Strength Score of 15 or higher.
 

You have learned brutal close-quarters techniques to disable foes you have grappled.

You can make unarmed strikes against a creature you are grappling, even if your hands are occupied.
Once per turn, when you hit a creature you are grappling with an unarmed strike, you can replace the normal damage with one of the following Special Strikes.
Saving throws caused by these strikes use the following DC calculation: 8 + your proficiency bonus + your Strength modifier.

Liver Blow: End the grapple on the creature and deal 2d6 Bludgeoning damage + Your unarmed strike damage. The creature must succeed on a Constitution saving throw or be Dazed until the end of your next turn.
[Dazed]: Dazed creatures have their speed halved, gain Disadvantage on Strength and Dexterity checks, and Cannot take reactions

Curb Crusher: Knock the Grappled Creature prone and end the grapple, then deal 1d8 Bludgeoning damage + your Unarmed Strike damage. The creature also must make a Constitution Saving throw, on a failure the creature becomes Restrained until the start of your next turn.

Ankle Breaker: End the Grapple, deal 1d6 Bludgeoning damage + Your unarmed strike damage and launch the target 20 feet away, Their movement speed is also reduced by 5x your Proficiency bonus until the end of their turn, this cannot reduce a creature's speed to 0. The knockback from this strike Can trigger opportunity attacks.

Cripple: On a hit, the creature must choose to make either a Strength Contest or Constitution Saving throw, on a failure, the creature takes 3d6 bludgeoning damage + your unarmed strike damage, and one limb of your choice is Crippled. Crippled Limbs have different negative effects depending on the limb. On a success, the creature takes 1d4 Bludgeoning damage + your unarmed strike damage and they escape the grapple. Crippled Limbs statuses are removed if the creature heals health equal or greater than the damage taken from the limb breaking, or after 1 week of rest, this can be lowered down to 2 long rests if a healers kit is used on the creature each long rest.

[Crippled Arm] The Creature cannot use one of their arms (or equivalent appendage) and they drop whatever that arm was holding. If the creature does not have enough arms remaining, they cannot use two handed weapons, and the first time each turn the creature casts a spell with somatic components, the creature takes damage equal to the spell level, this cannot reduce a creature to 0 health. Having a crippled arm also gives disadvantage on strength saving throws, and cannot climb using their arms.

[Crippled Leg] The creature cannot use one of their legs (or equivalent appendage), Creatures with a crippled leg takes 2 damage for every 5 feet of movement they voluntarily spend, increasing by 2 for each crippled leg, If the creature is prone, they do not take damage from moving, going prone also does not trigger movement damage. If the creature does not have enough legs to stand on their own, they fall prone, and cannot stand up unless a creature within 5 feet of them uses the help action. Creatures with a crippled leg also gains disadvantage on dexterity saving throws. If a creature with a crippled leg suffers 30 or more feet of fall damage, they take double the damage from the fall.

Brutal Striker Image

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