Judo Master  Image
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:
  1. 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. 
  2. Hold:  while grappled,  on your opponents turn the creature must make a DC15  strength saving throw or lose it's turn. 
  3. 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)

 

Judo Master  Image

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