Prerequisite: Requires a Strength score of 13 or higher.
“The most effective weapon you own are your fists and using them can take you to many lengths."
You gain Grappler Charges up to your proficiency bonus which replenish every long rest. You can expend a charge on these next actions:
- Grapple Advantage: Expend a charge to gain Advantage on your Grapple.
- Double Up: Expend a charge to “Half-Grapple” an additional target within 5 feet of you and your primary target. If you have two targets “Half-Grappled” on your next turn you can use your action to “Head Smash” dealing [roll]1d12[/roll] bludgeoning damage to both of them and inflict stun until their next turn.
- Striker’s Pin: After an unarmed or one-handed attack, you can expend a charge to Grapple as a bonus action.
- Throw: Expend a charge to throw a currently Grappled target that is the same size as your or lower. The target is thrown 5 feet away, knocked prone, and dealt [roll]1d4[/roll] bludgeoning damage.
- Sprawl: As a reaction, when you are attacked, you can expend a charge to reduce the damage by [roll]1d4[/roll] and use the Grapple action. If you succeed the grapple, instead of locking the target into a Grapple, they are knocked prone and take [roll]1d4[/roll]
- Takedown: Expend a charge to pin a currently Grappled Target and restrain them. During this time, if you are attacked, you can use a reaction to let the restrained target go and stand into a Dodge. When the restrained target tries to break free, you gain advantage against their check.
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