Path of the Grappler

For some people weapons are a means to defend themselves, for you they are a sign of weakness. You were born with the only weapon you`ll ever need, your body. You revel in the sound of bones breaking and the feel of knuckles hitting flesh and the looks on the faces of those weapon weilding cowards as the life is choked from them.

Bone Breaker

Beginning at 3rd level, whenever you are unarmed and have a creature grappled you may use a bonus action to deal damage to the creature equal to your Strength modifier + Rage bonus at the beginning of your turn.

Combo Breaker

When you are unarmed and have a creature grappled you begin a combo, which begins at tier 1 and for each round you maintain a grapple it moves up to the next tier granting access to more combo moves. If the grapple is lost the combo meter reset to tier 1. You have two types of combo moves that you can use during a grapple, offensive and defensive. Whenever you use an offensive move, after the action is over the grapple is lost. Whenever you use a defensive move you may still maintain the grapple and move up tiers as normal. The list of combo moves is detailed at the end of the archetype. Some moves require a saving throw. the DC for this is listed below.

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 Mjölnir Drop

Jarls Grip

Starting at 6th level, 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 10th level, 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

As part of an attack action you can deal an additional 1d6 damage to the target of your grapple.

Jotun Slam

As part of an attack you lift and slam a creature into the ground. You deal 4d6 + Strength modifier bludgeoning damage and the target must make a Constitution save. On a failed save they are stunned for one round.

Kraken Lock

As an action you force the grappled creature to make a Constitution saving throw. On a failed save they are rendered unconscious.

Low Bloki

When you are the target of an attack you may use a reaction to make a creature grappled by you make a Strength saving throw. On a failed save the grappled creature becomes the target of the attack instead. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to force a creature grappled by you to make a Strength saving throw. On a failed save you can interpose them between you and the blast. They become targeted by the effect and you take no damage.

Meatwall

As an action you may take cover behind a creature grappled by you. You receive three quarters cover.

Mjölnir 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