Grappler A Barbarian Path

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As part of an attack action you can deal an additional 1d6

Path of the Grappler damage to the target of your grapple.


For some people weapons are a means to defend themselves,
for you they are a sign of weakness. You were born with the Jotun Slam
only weapon you`ll ever need, your body. You revel in the As part of an attack you lift and slam a creature into the
sound of bones breaking and the feel of knuckles hitting flesh ground. You deal 4d6 + Strength modifier bludgeoning
and the looks on the faces of those weapon weilding cowards damage and the target must make a Constitution save. On a
as the life is choked from them. failed save they are stunned for one round.

Bone Breaker Kraken Lock


Beginning at 3rd level, whenever you are unarmed and have a As an action you force the grappled creature to make a
creature grappled you may use a bonus action to deal Constitution saving throw. On a failed save they are rendered
damage to the creature equal to your Strength modifier + unconscious.
Rage bonus at the beginning of your turn.
Low Bloki
Combo Breaker When you are the target of an attack you may use a reaction
When you are unarmed and have a creature grappled you to make a creature grappled by you make a Strength saving
begin a combo, which begins at tier 1 and for each round you throw. On a failed save the grappled creature becomes the
maintain a grapple it moves up to the next tier granting target of the attack instead. If you are subjected to an effect
access to more combo moves. If the grapple is lost the combo that allows you to make a Dexterity saving throw to take only
meter reset to tier 1. You have two types of combo moves that half damage, you can use your reaction to force a creature
you can use during a grapple, offensive and defensive. grappled by you to make a Strength saving throw. On a failed
Whenever you use an offensive move, after the action is over save you can interpose them between you and the blast. They
the grapple is lost. Whenever you use a defensive move you become targeted by the effect and you take no damage.
may still maintain the grapple and move up tiers as normal.
The list of combo moves is detailed at the end of the Meatwall
archetype. Some moves require a saving throw. the DC for As an action you may take cover behind a creature grappled
this is listed below. by you. You receive three quarters cover.
Combo save DC = 8 + your proficiency bonus + your
Strength modifier
Combo Meter
Tier Defensive Offensive
1 Wolf Jaws Boar Buster
2 Tag Team Berserker Fist
3 Low Bloki Trollplex
4 Meatwall Jotun Slam
5 Kraken Lock Mjlnir Drop

Jarls Grip
Starting at level 6, if a creature breaks free of your grapple.
you may use a reaction to re-roll your dice to maintain the
grapple. If you succeed in maintaining the grapple you do not
reset your combo meter.

Ragnarock
Starting at level 10, If you have a creature grappled and
prone, they suffer disadvantage to Strength (athletics) and
Dexterity (acrobatics) checks to break free.

Improved Bone Breaker


At 14th level the rage damage dealt with bone breaker is
doubled.

Combo Moves
Berserker Fist
Immediately after you take the Attack action on your turn, you
can make two unarmed strikes as a bonus action.

Boar Buster

Matthew Woolley (Order #12805573)


Mjlnir Drop
As part of an attack action you leap a number of feet equal to
four times your Strength modifier into the air and come
down with a mighty elbow. You deal 5d6 + 1d6 for every 5
feet you fell + Strength modifier thunder damage. The target
must make a Constitution save or be paralyzed and all
creatures within 10 feet of the target must make a Strength
save or be knocked back 10 feet.

Tag Team
You can use an action to allow an adjacent friendly character
to make an attack with advantage against the target of your
grapple as a reaction.

Trollplex
As part of an attack action you can throw a grappled target a
number of feet equal to twice your Strength modifier. They
take 3d6 + Strength modifier bludgeoning damage and are
knocked prone.

Wolfs Jaws
As an action you can impose disadvantage on the grappled
targets next attack roll.

The Art of Grappling


Here are a few tips and tricks to get the most out of
grappling.
Shove Using the "shove" special melee attack, you
can add the "Prone" condition to your enemy. Just
make another Strength (Athletics) contest as opposed
by their Strength (Athletics) or Dexterity (Acrobatics)
check. If they fail, they are now also prone and STILL
grappled. That's a huge problem for most opponents
because standing up from prone costs movement, and
grappled sets their movement to 0. Additionally you
can use shove to break a grapple initiated on you!
Bigger Is Better You can only grapple a creature one
size larger then yourself, but with the help of the
Enlarge/Reduce spell you can wrestle some of the
biggest foes to the ground! Wizards, be a team player.
Double Grapple As long as you have at least one free
hand, you can initiate another grapple. So go find
another enemy to get your mits on

Matthew Woolley (Order #12805573)

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