Prerequisite: Requires a Strength score of 18 or higher
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 attack rolls against a creature you are grappling.
- 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.
- If you are grappled, you may use a bonus action to break the grapple, or a full action to reverse it.
- On a successful grapple [acrobatics or athletics check] you can choose one ability from below to add to your grappling effect:
- Throw: opponent must make a DC15 strength saving throw. On a failure, opponent takes 2d4 force damage and is immediately knocked prone. On a success, takes half damage.
- Hold: while grappled, on your opponents turn the creature must make a DC15 strength saving throw or lose it's turn.
- Submission: opponent must make a DC15 constitution saving throw. On a fail, the creature takes 3d8 crushing damage and an additional 1d4 damage every turn until the grapple is ended. ( The character must use an action to hold the submission. A creature can't be killed by a submission. If the creatures hit points reach 0 due to this effect, it is knocked out)
Comments