Base Class: Fighter
SLAM
The crowd explodes in cheers as a Drow bends over backwards, slamming the Half Orc he was holding neck first into the ground. The Drow realigns himself and poses for his crowd, the crowd cheering the violence even more. A count can be heard resonating throughout the arena : "TEN, NINE, EIGHT..." Numbers the Drow had been so accustomed to, but numbers that never ceased to put a smile on his face. "FIVE, FOU-" the announcer stops as the half orc stirs, standing up. He walks over to the Drow, holding his bruises and wounds. The Drow smiled; there was never any fun in an easily won fight. Moving like the wind, he grabbed the waist of the Half Orc and hoisted him above his shoulders. He paraded his prize around the arena, the Half Orc futily struggling to break his grasp. The crowd went dead silent; they knew what he was about to do. He adjusted his grip, holding his prey by the wrists. The drow dug his heels in and began spinning. He spun faster and faster, building up the momentum. He took a deep breath and let go of the Half Orc.
CRASH
The crowd went absolutely crazy as the Half Orc was slammed into the wall. The Drow composed himself once more, posing once more for the crowd. The count restarted: "TEN, NINE, EIGHT..." Numbers he never got tired of hearing. "THREE, TWO ONE!" The crowd cheered once more as the Drow, their reigning champion, had won another fight. However, he looked towards a gate; the gate where challengers came out. He opened his mouth and uttered two words. "Who's Next?"
Those who partake in the ways of the Grip King are often seen as undisciplined brutes, more keen to solve their problems with their fists than words. However, what most don't recognized is the unrefined strength or finesse Grip Kings need in order to perform the maneuvers they do. Fighting with nigh-unparalleled skill, they seek to first hold down their opponents, making sure they are aware of their inability to escape. From there, Grip Kings either let their comrades take care of the problem or do it themselves through flashy, yet deadly moves
Violence Solves Everything
Starting at the Third Level, your skill with your fists is on par with some weapons. Your unarmed strikes deal 1d4 of bludgeoning damage, scaling with your levels in Fighter. The damage die increases to a d6 at 7th level, a d8 at 10th level, a d10 at 15th level and a d12 at 18th level. You can also use Strength or Dexterity for both attack and damage roles
Tight Squeeze
Starting at the Third Level, your technique at holding down others is unparalleled. You can use Strength (Athletics) or Dexterity (Acrobatics) when attempting to grapple another creature, and you have advantage on all grapple checks except against targets 2 or more sizes larger than you are
Eyes Up
Starting at the Seventh Level, your awareness while holding someone becomes more astute. So long as you are grappling an opponent, you have advantage on all dex saves. If you were to take half damage from succeeding on a save, you instead take no damage
Group Hug
Starting at the Tenth Level, you become more experienced on how to grapple multiple opponents. You can now grapple two people, foregoing the advantage gained by the Tight Squeeze feature. In addition, if there are two creatures adjacent to you, you can use your action to slam them together, dealing your Unarmed Strike damage from the Violence Solves Everything feature
Batter Up
Starting at the 15th level, your strength is incomparable, even when holding another. Once per turn, you can make an attack roll and use a grappled opponent as a weapon, cleaving everyone around you within a 5 foot radius. The grappled opponent deals 3d12 bludgeoning damage and forces a Dexterity save (DC 17) against being knocked prone
The Show Stoppers
Starting at the 18th level, your raw strength allows you access to two finishing moves. Both actions cost your action and will subsequently end the grapple.
The Suplex: You bend over backwards and slam your grappled creature into the ground. Make an attack roll, using strength or dexterity. On hit, you deal 6d12 damage and force a Constitution Saving Throw. Upon a failure, the creature will be stunned until your next turn
The Comet: You Jump in a straight line, carrying your grappled creature with you. Your grappled target will make a strength or dexterity saving throw, their choice. Upon a failure, you can move up to your movement speed for this move, so long as you do so in a straight line; which will deal 3d12 bludgeoning damage when you land. Succeeding on the saving throw deals half damage and you can only move half of your movement speed while in the air
Previous Versions
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5/5/2020 1:36:40 AM
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Coming Soon
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