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Titanic Brawler

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Titanic Brawler
The Titanic Brawler specializes in subjugating tremendous adversaries by manipulating ki to perform herculean feats of strength and prowess. Those who walk this path excel in applying brawn and technique to cow even the mightiest of foes.

Grapple Specialist
At 3rd level, as a practitioner of Titanic Brawling, you learn to capitalize incorporating grappling maneuvers into your fighting style. You double the proficiency bonus for any strength athletics or acrobatics checks in relation to grapple checks. In addition, you learn the following techniques:

Ki Throw.
W
henever you exceed an opposed roll of a contested grapple check you may spend 1 ki point to perform a Ki Throw, as an immediate action. This special maneuver deals damage equal to twice your unarmed damage and throws the opposition prone in any empty adjacent square of your choice.
For every increment of 5 in which you exceed the creature’s opposed roll you may throw the creature an additional 5 feet away increasing the damage by one unarmed damage die.

Submission Hold.

Whenever you successfully grapple a creature using the grapple special attack action, you can spend 1 ki point to perform a submission hold as a bonus action. The target must succeed on a Constitution saving throw or obtain a level of exhaustion. Each subsequent round as an action you can expend another ki point forcing another Constitution saving throw to increase the level of exhaustion.

Titan Might
At 6th level you can expend 3 ki points, as a bonus action, to enhance your might to herculean proportions. You gain the following benefits, which last for 1 minute:


  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift as well as the maximum size of creatures you can grapple.
  • You have advantage on Strength checks and Strength saving throws.
  • Your melee attacks deal an extra 1d6 damage.


By Any Means
There are no rules in combat, as a Titanic Brawler, you know this to be true and enter every fight with a fervor for victory by any means. Starting at 11th level you learn to utilize targeted strikes to cause more damage and inflict debilitating conditions. When you hit another creature with a melee weapon attack, you can spend the associated ki points to attempt one of the following:

Eye Gouge: 4 Ki point
You target a creature's eyes dealing an extra 3d8 damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded for 1 minute. A blinded creature makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Low Blow: 5
Ki point
You target a creature's weak point with a underhanded attack that deals an extra 4d6 damage to the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

Might of the Ages
At 17th level you have reached the height of strength. Your strength score no longer has a cap. As a bonus action you can expend ki points to increase your strength score for 1 minute. For every 2 Ki points increase you strength score by 1.

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Updated 06-09-2020 at 01:41 AM by No Body

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