57 lines
3.6 KiB
Markdown
57 lines
3.6 KiB
Markdown
---
|
||
source: Players Guide 2
|
||
---
|
||
|
||
Fighters typically engage with their opponents with manufactured weapons. However, some of them enjoy the physicality of using their bodies as weapons and become adept at throwing fists and locking down foes.
|
||
|
||
| Scrapper Progression | |
|
||
| -------------------- | ----------------------------------- |
|
||
| Fighter Level | Features |
|
||
| 3rd | Grappling Superiority, Mighty Fists |
|
||
| 7th | Grappling Maneuvers |
|
||
| 11th | Expert Grappler |
|
||
| 15th | Expert Grappler |
|
||
|
||
# Grappling Superiority
|
||
|
||
3rd-Level Scrapper Feature
|
||
|
||
You gain proficiency in the Athletics skill. If you are already proficient, double your **PB** instead for checks made with that skill.
|
||
|
||
In addition, instead of using your reaction to make an opportunity attack, you can use your reaction to attempt to grapple the creature provoking the opportunity attack.
|
||
|
||
Starting at 7th level, you have advantage on checks to initiate or escape a grapple but not on the checks to perform the maneuvers listed in the Grappling Maneuvers feature.
|
||
|
||
# Mighty Fists
|
||
|
||
3rd-Level Scrapper Feature
|
||
|
||
Your unarmed attacks become more powerful. When you make an unarmed strike, the damage increases from 1 + your **STR** modifier to 1d4 + your **STR** modifier. This further increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level.
|
||
|
||
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
|
||
|
||
Starting at 11th level, you score a critical hit on a d20 roll of 19 or 20 with unarmed strikes.
|
||
|
||
# Grappling Maneuvers
|
||
|
||
7th-Level Scrapper Feature
|
||
|
||
As a bonus action while grappling a creature, you can perform one of the following grappling maneuvers. You must make a **STR** (Athletics) check contested by the grappled creature’s **STR** (Athletics) or **DEX** (Acrobatics) check (target’s choice). If you succeed, the target is affected by the maneuver until the grapple ends or until you use a different grappling maneuver on it:
|
||
|
||
- Chokehold. You choke a breathing or speaking creature, and it can’t speak or cast spells with verbal components. If the target remains in a chokehold for two consecutive turns, it begins suffocating and continues suffocating until the grapple or this maneuver ends.
|
||
- Makeshift Shield. You pull the creature between you and danger. You have half cover if the target is your size or smaller and three-quarters cover if it is larger than you.
|
||
- Pin. You pin, hold, or otherwise immobilize the creature. The target is restrained.
|
||
|
||
# Expert Grappler
|
||
|
||
11th-Level Scrapper Feature
|
||
|
||
You are an expert at holding onto and locking down foes. You can grapple creatures up to two sizes larger than you, and your speed isn’t halved when you drag or carry a grappled creature with you when you move.
|
||
|
||
In addition, when you successfully initiate a grapple or succeed on a grappling maneuver, you can choose for the target to also take bludgeoning damage equal to half your fighter level.
|
||
|
||
# Knockout Punch
|
||
|
||
15th-Level Scrapper Feature
|
||
|
||
When you hit a creature with two unarmed strikes in the same turn (and it has less than half of its hit point maximum) or when you score a critical hit with an unarmed strike, the target must succeed on a **CON** save (**DC** 8 + your **PB** + your **STR** modifier) or be stunned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
|