
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.

Some of these feel a little too overpowered, especially the choke. I feel like if the target got a save (beyond the grapple check), they would be more balanced. Thoughts? How have you (or others) seen these work out in real games?
This would maybe be better as a monk subclass thing, but still cool idea (this is coming from someone who actually does jujitsu)