Prerequisite: Strength 13 or higher.
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- Any creature you are grappling has disadvantage on all Strength and Dexterity checks.
- 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.
- Once per turn, when you successfully perform an unarmed attack or a grapple, you may knock your target prone as long as it is no more than one size larger than you.
- If you choose to grapple the same opponent with both hands, you sacrifice any additional attacks during that turn. However, you do 1d6+Strength modifier bonus damage at the beginning of your turn. After the second successful round of being grappled, your opponent must make a successful Constitution saving throw DC 10+proficiency bonus, plus PB every round after 2, stacking) or be "choked out" for 1d4 minutes. This is ineffective against opponents that don't breathe.
DC
Round 1 --
Round 2 -- 10 + Proficiency Bonus
Round 3 -- Round 2 Total + Proficiency Bonus
Round 4 -- Round 3 Total + Proficiency Bonus
Etc.
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