Grappler
Hit Points
Hit Dice: d12 per Grappler level
Hit Points at first Level: 12+CON Modifier
Hit Points at Higher Levels: 1d12+CON modifier per level past 1st
Proficiences
Armor: Light, medium, shields
Weapons: Simple, martial
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Overview & Creation
A subclass of the barbarian, the Grappler has a number of wrestling styled moves available to them for use instead of weapons.
Class Features
Wrestling Moves
Starting at level 3, you gain access to the Grappler’s Wrestling Moves. All wrestling moves can only be performed on a creature of your size or smaller. You may chose up to 3 of the moves from this list. You may chose 2 more at level 7, 10 and 15.
Stamina Points
You have access to 4 stamina points at level 3. Every wrestling move requires the use of 1 of your stamina points. However, all moves also require start with a grapple. If the grapple fails, the stamina point is not consumed. If it succeeds, the point is used and is regained after a long/short rest.
Wrestling Move List
One Punch Man - As a reaction, if you take max damage from an attack and are raging, you can grapple the attacker through an athletics contest. If you succeed, roll 2d10+ twice your STR in damage. The opponent must succeed a CON save with the DC of your damage roll, or fall prone, becoming ungrappled.
Get Help! - You may grapple an ally (unopposed if ally is willing) and throw them at an enemy, 10 ft per positive STR modifier. (i.e. a strength of 16, with +3 STR modifier would mean 30 feet) Roll an athletics check, the DC being the CON score of the ally. If successful, the ally can use their reaction to attack the enemy for an automatic hit, twice your STR modifier being added to their damage roll. If the roll fails, the ally must make a DEX save with DC of the failed roll (i.e. the grappler fails with a 12, the dex save DC is 12) to land safely or take 1d10 times your STR modifier in nonlethal force damage and land prone in front of the target.
The Bane - You may lift your opponent above you knee, rolling an opposed athletics check. You then must succeed on a D20 + STR against the opponent's CON score. Damage is a D12 + STR. After damage is rolled, the opponent falls at your feet, ungrappled but prone.
Puny God - You may grab your opponent after an athletics contest. You lift your opponent and use them as a blunt weapon to hit someone else (or another object) within 5 feet of you. If you hit an object, the grappled opponent takes D10+STR damage. If you hit another opponent, make a proficient attack roll. If successful, the opponent slams into the other, the 'weapon' receiving D10+STR damage and the victim receiving a D10+STR+CON of the 'weapon'. The 'weapon' then falls prone, while the victim stays standing.
The Head Popper - You may grapple and toss prone an opponent after succeeding in an athletics contest. You then step on and press your foot onto the prone opponent's face. Make a proficient attack roll, with a DC of the opponent's Constitution Score + CON modifier. If successful,roll a D10+STR for damage. The opponent receives the Dazed Status for one turn. If the opponent's HP drops below 0, they are instead instantly killed as their head is crushed.
Early Onset Multiple Sclerosis - You may grapple an opponent and toss them prone before you after succeeding in an athletics contest. You grab one of their feet, holding their leg straight. Roll a normal proficient attack roll against the opponent's AC. If successful, you do D10+STR damage and cripple them, restricting them to half their movement for the rest of the combat.
The Duck - You make an athletics contest for a grapple. If successful, you pick up your opponent and hurl them at another. Both parties take 1D8+STR damage and are knocked prone.
Starting Equipment
Barbarian Equipment
Spellcasting
None