Base Class: Fighter
Truly wise adventurers are always wary of unarmed opponents, for such adversaries are usually more than they seem. Such an opponent might even be a reaping mauler - the worst nightmare of a character who depends on weapon skills to win. Anyone who dares to wield a weapon against a reaping mauler had better make use of it quickly, because the opportunity won’t last long.
Reaping maulers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters. Grapplers of the highest order, they wear nothing heavier than light armor in combat to maximize their flexibility, and they use no weapons to achieve their gruesome victories, for they prefer the intimacy of a barehanded kill. A reaping mauler wants to be close enough to taunt his opponent with whispers while crushing the life out of it, to smell its fear, and to watch the despair creep over its face when the opponent realizes just how useless its weapons are during a grapple.
Most of those attracted to the reaping mauler prestige class are fighters, but it is not uncommon for barbarians or rangers to embrace this path. Monks have natural ability in this direction, but the class sometimes feels too chaotic for such a character. Paladins and clerics have also been known to dabble in this prestige class, treating the combat style as both good, hearty sport and a means to render opponents unconscious without killing them. Druids sometimes become reaping maulers to enhance their ability to tame animals by hand, and even rogues occasionally adopt the class. Bards, sorcerers, and wizards usually lack the physical strength to be good candidates for the class, but they respect reaping maulers for their obvious spell-disrupting abilities.
NPC reaping maulers are burly, rowdy individuals who carry themselves with an air of invulnerability. When it comes to the simple pleasures of life - drink and food - they believe the world exists for their convenience. In a reaping mauler’s mind, there is no problem that can’t be solved with brawn. If something can be taken by force, he feels that it must naturally belong to him, and rarely does anyone openly oppose this concept.
Grapple Superiority
When you choose this archetype at 3rd level, you learn signature moves that are fueled by special dice called superiority dice.
Signature Moves. You learn three Signature Moves of your choice, which are detailed under “Signature Moves” below. Many signature moves enhance an attack in some way. You can use only one signature move per attack.
You learn two additional signature moves of your choice at 7th, 10th, and 15th level. Each time you learn new signature moves, you can also replace one signature move you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your Signature Moves require your target to make a saving throw to resist the signature move's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Octopus Grip
At 3rd level, you gain the following bonuses:
- Advantage on Athletics checks to start or maintain a grapple,
- When a creature provokes an attack of opportunity from you, you can make a grapple check instead of taking the regular attack action
- If you chose the Unarmed Fighting Style, you can apply the grapple damage to every creature grappled by you.
- You can grapple double the targets per free hand for each size category below you they are (i.e. a Medium creature can grapple 4 Small (6 Tiny) creatures with 2 free hands)
Signature Moves
The signature moves are presented below.
Break Wrist
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Counter Punch
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). If successful, the target takes damage equal to a roll of your superiority die.
Inspire Greatness
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Lariat
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Pile Driver
When you have at least one creature grappled, you can expend a superiority die, and your movement to jump into the air with the grappled creature(s), you then can make an unarmed strike against the creature(s) grappled by you as you fall back to the ground. This unarmed strike does your base unarmed damage, plus the superiority die, and any calculable fall damage generated from the fall (i.e. 3d6 for 30 ft). Upon execution of this Signature Move, the grappled creature(s) are automatically released from the grapple.
Rush Down
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Skullcracker
While grappling two creatures at the same time, you can make an attack roll against both targets, if you hit, both targets receive damage equal to two rolls of your superiority die plus your unarmed strike damage.
Sucker Punch
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Throw Creature
When you have a creature grappled,, you can make an unarmed attack and expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC {{savedc:str,dex}}). On failure, you throw the target up to 15 ft. away from you.
Kraken Grip
Starting at 7th level, you gain the following benefits:
- Any creature grappled by you does not pose a hindrance on your movement speed like normal
- Creatures do not gain any benefits from spell effects like Freedom of Movement when grappled by you.
- Additionally, you gain the benefits of the Grappler Feat, except pinning a creature no longer gives you the restrained status condition when you are the one initiating the pin.
You also gain access to a special grapple action when you have a creature pinned called the Sleeper Lock, as you have learned to render an opponent unconscious with pressure. The pinned creature must make a CON save (DC is the same for your maneuvers) or fall unconscious for 1d3 rounds. Creatures that do not require breathing are immune to this effect.
Improved Grapple Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Thrill of the Kill
Starting at 15th level, you gain the following benefits:
- When you roll initiative and have no superiority dice remaining, you regain one superiority die. Additionally, if you drop an enemy to 0 HP with a Signature Move, you do not expend that superiority die.
You also gain access to the ultimate grapple action when you have a creature pinned called the Devastation Grip, as you have learned to render death upon your foes. A creature pinned by you for 2 rounds must make a CON save (DC is the same for your maneuvers) or be reduced to 0 HP. Creatures that do not require breathing are immune to this effect.
Mastered Grapple Superiority
At 18th level, your superiority dice turn into d12s.
Previous Versions
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