Path of the Grappler (5e Subclass)

Path of the Grappler

Barbarian cultures take on all kinds of roles. Some revere their ancestors, others answer the call of the wilds, and some just like to get angry. The path of the Grappler is that of control. You swagger into a fight and immobilize the biggest guy you can find, all the while pummeling him into oblivion.

Forceful Strike

Starting when you choose this Primal Path at 3rd level, you gain Proficiency with unarmed Strikes. Your strikes do 1d4 damage, and if you choose the unarmed strike as your action this turn, you can make a second strike as your bonus action.

At 5th level the damage increases to 1d6, then 1d8 at 11th level, and finally 1d10 at 17th level.

Enormous Presence

Beginning at 6th level, your grapple become immensely larger than the average creature. You are now able to grapple a creature two sizes above yours instead of one.

Intimidation Pin

When you reach 10th level, you are able to keep enemies down without holding them. Using your bonus action you can, while holding a creature prone, use this feature to keep the creature prone without having to hold the grapple. The creature must make a wisdom saving throw (DC equal to 8 + your proficiency + your Charisma modifier). Upon success the creature is not affected and the grappler can choose to keep grappling the creature. On a failed save the creature remains prone for 1 minute, and must make a new saving throw every turn to break from prone.

This feature can be used once per short rest.

Running Tackle

Starting at 14th level, if an ally gets damaged by a creature within 10 feet of you, you can use your reaction to move toward the creature and grapple them to prone. This does allow an attack of opportunity from any creatures you're within the threatened zone of.



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