Path of the Grappler (5e Subclass)

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Path of the Grappler[edit]

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, your unarmed strikes use a d4 for damage. If you take the attack action and only perform unarmed strikes, you can make an unarmed strike as a bonus action.

This damage increases to 1d6 when you reach 5th level of barbarian, to 1d8 at 11th level, and finally 1d10 at 17th level.

Enormous Presence

Beginning at 6th level, your techniques and training allows you to grapple immensely large creatures. You are now able to grapple a creature up to two sizes larger than yourself. At the start of each of your turns, you can deal bludgeoning damage equal to your forceful strike die to any number of creatures grappled by you.

Intimidation Pin

When you reach 10th level, while raging, you are able to keep enemies down even without holding them. While grappling a creature that is prone, you can use your bonus action to force the creature to stay prone without having to maintain the grapple. The creature must make a Wisdom saving throw (DC equal to 8 + your proficiency + your Charisma modifier). On a failed save the creature takes bludgeoning damage equal to your forceful strike die, and cannot willingly stand up from prone, or take any similar actions for 1 minute, and must make a new saving throw at the end of each of their turns to end the effect. Upon success the creature is not affected.

This feature can be used once per rage, but if the target succeeds on its saving throw, the use is not expended.

Running Tackle

Starting at 14th level, if a hostile creature within 30 feet of you deals damage to a friendly creature you can see, you can use your reaction to move up to your speed toward the creature without provoking opportunity attacks. If you end your movement adjacent to the hostile creature, you can make a Strength (Athletics) check to grapple them. If you succeed, the target takes bludgeoning damage equal to your forceful strike die, and is automatically knocked prone.



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