Base Class: Barbarian
Barbarians who walk the Path of the Juggernaut Grappler don’t wield weapons — they are the weapon. Their bodies are mountains of trained muscle, honed not just for destruction, but for total control. Every grab is a threat. Every slam is a message. And once they’ve got hold of you, there is no escape.
Juggernaut Grapplers charge into battle with unstoppable momentum, tearing through ranks of enemies, pinning the largest foes to the ground, and weaponizing their opponents like wrecking balls. They don’t care how big the monster is — if it bleeds, it can be suplexed.
This path is followed by those who believe that pure, unrelenting force is the highest form of martial art. They are the kings of the battlefield, the living avalanche, the musclebound legends people whisper about in taverns for years.
Level 3: Iron Grasp
Vice Grip. creatures grappled by you have disadvantage on any ability checks or saving throws made to escape your grapple. This only works on creatures no more than 1 size category larger than you are.
Slam Impact
When you hurl yourself at a foe, nothing can stop your momentum.
If you move at least 10 feet straight toward a creature and then immediately attempt to grapple it, on a success you slam the target to the ground. The target takes 1d8 + your Strength modifier bludgeoning damage and is knocked prone.
Ground and Pound
Once you’ve dragged an enemy to the ground, you don’t let up — you hammer them into the dirt until they stop moving.
When a creature is both prone and grappled by you, you can use your bonus action to unleash a barrage of strikes. Make one unarmed strike against that creature. On a hit, the attack deals 1d10 + your Strength modifier bludgeoning damage and counts as magical for the purpose of overcoming resistance and immunity.
Starting at 10th level, you can make two unarmed strikes with this bonus action instead of one.
Momentum Smash
You’ve mastered the art of turning your enemies against each other — using brute momentum to slam one foe into another.
- While raging, you can grapple and shove creatures up to two sizes larger than you (maximum Huge). At level 14 there is no limit to the size of creatures you can grapple while raging.
- As an attack action, you can slam a creature you are grappling into another creature or a solid object within 5 feet.
- Both the grappled creature and the secondary target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier).
- On a failed save, each takes 2d6 + Strength Modifier bludgeoning damage and is knocked prone.
- On a successful save, they take half damage and remain standing.
You can use this ability once per turn.
Cratering Suplex
You’ve perfected your ultimate move — a full-body suplex so brutal it craters the battlefield.
You can use an action to perform a Cratering Suplex against a creature you have grappled.
- The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier).
- On a failed save, the creature takes 5d12 + Strength Modifier bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone
You can use this ability proficiency bonus times per long rest
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