Barbarian
Base Class: Barbarian

Whether hailing from a tribe that makes it's home on a mountainside, a clan with a regional wrestling style of combat, or just someone naturally talented, those who follow the path of the death grips find it hard to let go- literally.

Or more accurately, their opponents find it difficult to make them let go. Whether through natural talent or extensive training, a death grips barbarian can latch onto an opponent and squeeze the life out of them, regularly winning battles without ever throwing a proper blow.

Level 3: Firm Grip

You can grapple creatures one size larger than you normally could. Beginning at 14th level, you can grapple creatures two sizes larger than you normally could. This does not work with similar features.

A creature grappled by you takes 2d6 plus your rage bonus damage (if raging) bludgeoning damage at the start of your turn. The damage dice increase to 4d6 at 10th level, and 6d6 at 17th level.

Level 6: Anchoring Grip

When an effect would move you against your will or knock you prone, you can choose to ignore that effect (no action required). You can use this feature a number of times equal to the number of times you can rage. You regain all expended uses when you finish a long rest.

Additionally, when you take the Attack action and are using Reckless Attack while grappling a creature, you can use a bonus action to attempt to slam it to the ground. The target must make a Strength saving throw (DC= 8 + your proficiency bonus + your Strength modifier).

On a failed save, the target is knocked prone and buried into the ground. While buried, the creature has a speed of 0. The creature can make a save against your grapple DC to free themself from the ground. If you choose to maintain the grapple, they only must make a single save to free themself from both your grapple and the ground.

Level 10: Shifting Grasp

When you are grappling a creature and would be hit by an attack, you can use your reaction to attempt to interpose the creature between you and the attack.
Compare the attack roll to the grappled creature’s AC. If the attack roll equals or exceeds the creature’s AC, that creature takes the damage instead of you. If the grappled creature’s AC is higher than the attack roll, you take the damage as normal.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest. The attack does not hit the creature you are grappled it is not expended. If you have no uses remaining, you can expend one use of your Rage (no action required) to use this feature again.
In addition, when you attack a nonmagical, unattended object or a nonmagical structure, you treat the target as if it were vulnerable to bludgeoning damage. You also deal additional damage equal to twice the bonus damage granted by your Firm Grip feature.

Level 14: Inescapable Grasp

Your grip becomes nearly inescapable, and you can hurl your foes with raw might.
When a creature attempts to escape your grapple, the DC equals 8 + your proficiency bonus + twice your Strength modifier. In addition, Medium or smaller creatures have disadvantage on ability checks made to escape your grapple.
Also, when you are using Reckless Attack and have a creature grappled, you can replace one of your attacks on your turn with an attempt to fling the creature.
Choose a space you can see within 30 feet of you. The creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be thrown to that space. A thrown creature takes damage equal to your Firm Grip damage and lands prone.
If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw (DC = 8 + your strength modifier + your proficiency bonus) or take the same damage and be knocked prone.

Previous Versions

Name Date Modified Views Adds Version Actions
10/12/2025 9:59:15 PM
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