Rogue
Base Class: Rogue

(Shameless port of SW5e's Disabling Practice subclass, modified slightly to fit 5e balancing)

Some of your grappling techniques require your target to make a saving throw to resist the grappling technique’s effects. The saving throw DC is calculated as follows:


Brawler Technique save DC = 8 + your proficiency bonus + your Strength modifier

 

CLINCH STRIKE

  • Your damage die for your unarmed strikes and natural weapons increase to 1d6 if it is not higher, and you can apply your Sneak Attack damage when you hit with an unarmed strike even if it doesn’t have the finesse property.
  • You don’t need advantage on your attack roll to use your Sneak Attack if the target of your Sneak Attack is a creature grappled by you. All the other rules for the Sneak Attack class feature still apply to you.
  • You can use the bonus action granted by your Cunning Action to make an unarmed strike against a creature you are grappling.

HUMAN SHIELD

Starting at 9th level, you learn to manipulate the body of a grappled target to make attacks against you more difficult to land. Moving a grappled creature the same size as you or smaller no longer halves your speed, and when a creature grappled by you would grant you half cover, you instead have three-quarters cover. Additionally, when you are hit by an attack while grappling a creature, you can use your reaction to force that attack to instead hit the grappled creature.

KISS THE WALL

At 13th level, you can use your surroundings to further punish the target of your grapple. When you roll a 1 or 2 on a Sneak Attack damage die for an unarmed strike you make against a creature grappled by you, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

NECK SNAP

Starting at 17th level, you learn how to immediately remove your grappled opponent from the fight. As an action, you can force a creature grappled by you to make a Constitution saving throw. On a failed save, if the creature has 100 hit points or fewer, it dies. If the target has more than 100 hit points, it immediately takes 10d10 true damage.

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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