Base Class: Barbarian
A barbarian that focuses on grappling their opponent. And delivering flashy over the top moves to your targets.
CQC Superiority
When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called CQC Superiority dice.
Techniques. You learn three techniques of your choice. Each technique a require different activation and you may only use a single technique once per turn. You learn two additional techniques of your choice at 7th, 10th, and 14th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
CQC Superiority Dice. You have four CQC dice, which are d8s. A CQC die is expended when you use it. You regain all of your expended CQC dice when you finish a short or long rest. You gain another CQC die at 7th level and one more at 14th level.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Techniques save DC = 8 + your proficiency bonus + your Strength, Constitution or Charisma modifier (whichever the skill calls for)
Damage. Some of your techniques can cause damage, this damage will be calculated differently then other abilities or items you may have. The Damage is calculated as follows:
Damage Formula. CQC Superiority Dice + your proficiency bonus + your Strength, Constitution or Charisma (The technique will specify which)
Come Back Kid
Use your reaction to expend one of your CQC Superiority Dice to perform a come back. After you have been struck by an attack, the attack must be single target and it must drop you to half hit points or fewer. If the conditions are met you may choose one of the following Come Backs. At 11th level the comebacks grow in power granting additional effects if you managed to survive damage that would otherwise incapacitate you.
Kip Up: You fall to the ground motionless and after a moment you spring back to your feet, gaining Temp Hit Points equal to your Superiority Roll + Con Mod + Prof. At 11th level if the resulting attack would drop you to 0 hit points and you manage to survive then all allies within 30 feet that can see you gain the benefit of Kip Up.
Sit Up: You fall to the ground and after a moment passes you slowly rise sitting up glaring at your attacker. The attacker is then forced to make a will save, on a failed save the attacker suffers disadvantage on all Strength or Constitution checks for a number of turns equal the result of the Superiority Roll. At 11th level if the resulting attack would drop you to 0 hit points and you manage to survive then the the attacker is now Paralyzed until the end of its next turn that is not within the same turn.
Stand Up: You fall to the ground and slowly rise to your feet in an inspiring show of defiance. All allies with in 30 feet that can see you gain receive bonus damage during their next attack equal to your Superiority Roll + Prof. At 11th level if the resulting attack would drop you to 0 hit points and you manage to survive then all allies gain advantage during their next attack.
Display of Force
After successfully grappling a target you may use a bonus action expend a CQC Superiority Dice to intimidate a number of enemies up to your Strength modifier with in 30 feet that can see you, causing them to make a Will Save. On a failed save the creatures are frightened until the end of your next turn.
Diving Tackle
You can expend a single CQC Superiority Dice to charge a creature and deliver a diving shoulder tackle attempting to take them to the ground. You will spend you action to make a melee attack against the intended target and you must be able to move at least half your movement speed in a straight line to reach your target. Damage will be calculated normally dealing(Strength) Bludgeoning damage. If the attack is successful both you and the target are now prone and grappled. If the attack misses then you fall at your targets feet prone.
Earth Shatter
While you are currently grappling a prone target, you may expend a CQC superiority dice to stand up and slam the target down forcefully dealing bludgeoning damage equal to your CQC Dice roll + Str + Prof. After the attack you may choose to continue the grapple or release the grapple an remain standing.
Even the Odds
You can expend a CQC Superiority Dice to disarm a target after you have successfully performed a grapple. The target of the grapple must make a Strength Saving throw, your CQC Dice roll is added to the DC of the Strength Save. If they fail the save you may choose to the item disarmed and place it anywhere with in 5 feet of you.
Eye Rake
When you become the singular target of an attack after the attack is resolved you may expend a single CQC Superiority Dice to attempt to rake the eyes of your attack. Using your reaction you will make a single melee attack against your attack dealing (Charisma) Slashing damage. Damage is calculated normally. If the attack is successful the target must make a Constitution Saving throw or become blinded until the end of its next turn.
High Risk Maneuver
You can expend a single CQC Superiority Dice to preform a melee attack against a single target dealing (Strength or Charisma) Bludgeoning damage normally. After the attack the target creature is no longer grappled and is now prone. Attacks performed by High Risk Maneuver count as 5 feet higher for the purposes of calculating falling damage.
Irish Whip
While you are grappling a standing creature you may expend a CQC Superiority die to fling the creature in a straight line up to half of the creatures movement speed. If the creature comes into contact with a surface the technique deals damage equal to your CQC roll + Prof. If the surface is within 5 feet per strength modifier then add your Strength modifier to the damage.
Knock Out
You can deliver a devastating blow to your target leaving them reeling and stunned. You may expend a CQC Superiority Dice to knock your target for a loop dealing (Strength) Bludgeoning damage. Damage is calculated normally, if the attack is successful the target must make a Constitution Saving throw or become Stunned until the end of your your next turn. If you are currently grappling the target then you make the attack roll at Advantage while they make their save at Disadvantage.
Power Slam
After you have successfully grappled a creature that is not considered prone you may deliver a powerful slam attack dealing (Strength) Bludgeoning damage. You may then place the targeted creature in any unoccupied space within 5 feet of you and the target is now prone.
Submission
If you manage to start your turn with a creature already grappled then you can expend a single CQC Superiority Dice to initiate a submission technique dealing (Strength or Constitution) Bludgeoning damage to the held target. Both you and your grappled target must perform an additional grapple check. If successful the target is now submitted and considered Restrained. Damage will be calculated normally. While in this position you may, without expending additional CQC Superiority Dice continue to hold the submission dealing damage normally. If you suffer damage during this time then you must make a Concentration check or be forced to release the hold and the creature in the submission is no longer grappled. The grappled creature may attempt to break free at the start of each of its turns by making either an Athletics or Acrobatics check. If the creature is not proficient in at lease one of those skills then they make the check at disadvantage. If they succeed in the check then they are no longer submitted and released from the grapple.
Wide Open
While you are currently grappling a creature that is prone you can expend a single CQC Superiority Dice to render them defenseless and give an ally the opportunity to strike. A number of allies equal to your Charisma modifier with in reach of your grappled target may use their reaction to make a single melee attack against that creature adding your CQC Superiority Dice roll to their damage. If no ally is within reach then a single ally may attack at range, they do not suffer the penalties on the attack for attacking a prone creature.
Fighters Persistence
Also at 3rd level you gain increased unarmed damage against grappled targets. At 3rd level your damage is increased 1d6 this increases further to a d8 at 7th and a d10 at 14th As well as the ability to use a bonus action to perform a follow up grapple attempt against an already grappled creature, if this second attempt succeeds you take them to the ground knocking you both prone. Subsequently if an already prone creature attempts to stand up while with in 5 feet of you, you may use your reaction to attempt a grapple. If this succeeds the movement of the target becomes 0 and both you and them are now prone and the target is now grappled.
Giants Rage
At 6th level you gain the ability when you are raging you now count as a size category larger while grappling. Additionally you may now perform a finishing move if you expend a CQC Superiority dice and the attack incapacitates its target you regain the expended die.
Improved CQC Superiority
Starting at 10th level your CQC Superiority dice are improved to d10s and at 18th level they become d12s.
Dominating Presence
At 14th level you regain 1 CQC Superiority die when you grapple an already prone creature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/8/2020 3:50:14 AM
|
4
|
1
|
1
|
Coming Soon
|
|
|
9/8/2020 10:54:28 AM
|
4
|
1
|
--
|
Coming Soon
|
|
|
9/9/2020 5:17:13 PM
|
7
|
1
|
3
|
Coming Soon
|
Comments