As the post title says I am looking for a rule set that covers grappling attacks such as suplexs, piledrives, power bombs and choke holds to suffocate/incapacitate creatures.
allow a character who starts their turn to do a Performance (Strength) check opposed by the victims usual Athletics or Acrobatics check as an Action. If victim wins, you lose your grapple immediately (so you’re giving them an extra chance to escape). If you win though... maybe have a menu of moves?
1d6+Str damage, +1d6 extra damage die for every 5 points you beat them by?
Target considered restrained for one round, + d4s for high check?
1d6+Str, stunned 1 round if beat by 5, 2 for 10, etc?
Take your full move instead of half speed while dragging target, do 1d4+Str damage if you end adjacent to a wall or similar object, +1d4 for every 10 feet moved?
just freestyle some stuff like that, but definitely not as part of an attack, and giving victims that extra chance to escape should balance it out.
As the post title says I am looking for a rule set that covers grappling attacks such as suplexs, piledrives, power bombs and choke holds to suffocate/incapacitate creatures.
There are no official rules for such things, but some can be flavored as unarmed attacks.
As said by Emrfish, There are no official rules for those kinds of techniques
I have moved your post to the Homebrew & House Rules section. Hopefully the lovely folks here can help!
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allow a character who starts their turn to do a Performance (Strength) check opposed by the victims usual Athletics or Acrobatics check as an Action. If victim wins, you lose your grapple immediately (so you’re giving them an extra chance to escape). If you win though... maybe have a menu of moves?
1d6+Str damage, +1d6 extra damage die for every 5 points you beat them by?
Target considered restrained for one round, + d4s for high check?
1d6+Str, stunned 1 round if beat by 5, 2 for 10, etc?
Take your full move instead of half speed while dragging target, do 1d4+Str damage if you end adjacent to a wall or similar object, +1d4 for every 10 feet moved?
just freestyle some stuff like that, but definitely not as part of an attack, and giving victims that extra chance to escape should balance it out.
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I'm going to make this way harder than it needs to be.