Giant's Grip
Starting when you choose this archetype at 3rd level, you learn grappling techniques that allow you to wrestle with creatures much larger than you. You count as one size larger for the purposes of grappling creatures and determining your carrying capacity. At 18th level, you count as two sizes larger for the purposes of grappling creatures and determining your carrying capacity.
Glistening Defense
Also at 3rd level, you can flex your muscles to absorb hits that could kill lesser creatures. When you aren't wearing armor or a shirt, your armor class is equal to 10 + your Strength modifier, to a maximum of 5 , + your Charisma modifier. You can use a shield and still gain this benefit.
Wrestler's Flair
In addition, at 3rd level, you develop special moves to use against enemies you grapple.
Combo. Your strongest moves only become available to you after you've had time to pin a creature down. When you start your turn with one or more enemies grappled, your combo counter increases by one. Your combo counter has a limit equal to one plus your fighter level divided by 4 (rounded down).
Pins. When you start your turn grappling an enemy, you can make another grapple check against them (no action required). If you succeed, they gain one of the following conditions until the grapple ends. If you fail, the grapple ends.
- The creature is prone.
- The creature can't take reactions.
- The creature is unable to perform somatic components of spells.
- The creature can't speak.
- The creature drops whatever it is holding.
- Ranged attacks made against you are instead made against the creature.
Suplex Finish. Once you're done manhandling a victim, you can finish the grapple with a devastating throw. While your combo counter is at least 1, you can replace one of your attacks on your turn with a throw. This throw does 1d8 + your Strength modifier damage, plus an additional 1d8 for each level of your combo counter to each creature you're grappling. This ends the grapple. Each creature you were grappling lands prone in the nearest available space.
Perform and Provoke
Starting at 7th level, you become particularly skilled at putting on a show as you fight and talk. You gain proficiency in the Performance and Intimidation skills. If you already had proficiency in one of these skills, you can instead choose another Charisma based skill to replace it.
Additionally, you have advantage on rolls made to please a crowd when you fight in an arena, such as a pit fight or colosseum.
Signature Finish
At 10th level, you've developed the ability to augment your throws with magical flair. When you use a throw finish and only have one creature grappled, you can use one of the following abilities if your combo counter is high enough, denoted in parentheses. If you do, you still do the damage associated with your Throw Finish. If a signature finish requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier. All Signature Finishes end your grapple and leave the target prone.
Freezer Press. (Combo Counter 2)
You perform a body press on the creature while channeling freezing magic into it. The creature takes an additional 1d8 Cold damage and must make a Constitution saving throw. On a failure, it has disadvantage on attack rolls and Dexterity saving throws until the end of its next turn.
Baleful Legbreaker. (Combo Counter 2)
You weaken the creatures limbs with necrotic magic before attempting to snap one of its bones. The creature takes an additional 1d8 necrotic damage and must make a Constitution saving throw. On a failure, each of its speeds are halved until it receives magical healing.
Debilitating Squeeze. (Combo Counter 3)
You infect the creature with sickly magic while squeezing its vital points. The creature takes an additional 2d8 poison damage and must make a Constitution saving throw. On a failure, the creature is Poisoned. The creature may repeat this saving throw at the end of each of its turns, ending the effect on a success.
Tombstone Driver. (Combo Counter 3)
You slam the creature you're grappling into the ground while using earth magic, partially burying it. The creature takes an additional 2d8 bludgeoning damage and is restrained by the ground. As an action, it can make an Athletics(Strength) check against your save DC. On a success, it is no longer restrained. Creatures with burrow speeds are immune to this effect.
Sleeper Hold. (Combo Counter 4)
You put the creature in a chokehold with sleep magic for added potency. The creature takes an additional 3d8 psychic damage and must make a Constitution saving throw. On a failure, they are unconscious for 1 minute or until a creature takes an action to wake them up.
Flying Brainbuster. (Combo Counter 4)
You flip the creature head down, then slam it into the ground with magical force. The creature takes an additional 3d8 Force damage and must make a Constitution saving throw. On a failure, they are stunned until the end of their next turn. You may choose to jump off a ledge as part of this throw. If you do, you do not take damage from falling or hazards at the bottom of the pit until the start of your next turn.
Thundering Backbreaker. (Combo Counter 5)
You generate an electrical charge, shocking your victim while attempting to break their back. The creature takes an additional 4d8 lightning damage and must make a Constitution saving throw. On a failure, the creature is paralyzed. They may repeat the saving throw at the end of each of their turns, ending the effect on a success.
Atmospheric Moonsault. (Combo Counter 6)
You lift the creature over your back and jump high into the air, crashing down at terminal velocity. When you use this throw, you fly out of sight with the creature, ending your turn. The creature takes no action during its next turn. At the start of your next turn, you crash back into the space you left, wreathed in flames. The creature takes an additional 8d8 Bludgeoning and Fire damage, and each creature within 10 feet of the space you landed in must make a Dexterity saving throw or take the same damage.
Unbreakable Grasp
Starting at 15th level, you've trained your body to near physical perfection, and learned special techniques to prevent creatures from escaping your holds. Creatures cannot teleport or use abilities that allow them to escape grapples, such as Freedom of Movement, except for taking an action to break the grapple with a contested skill check. Also, if you or a creature you are grappling would be subject to forced movement, you are instead both subject to the movement. Finally, your speed is no longer halved when you are grappling a creature.
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