Grappling: Extended

Grappling: Extended

Look, I get it. You’re tired of 5e Grappling. You’re tired of everything having to do with 5e Grappling. You think you’ve made a cool, Grapple-based character, only for it to be ruined by your lack of options. The Grappler Feat sucks, Prone-locking gets boring, and you can’t even manipulate limbs with RAW. Well, with Grappling Extended, we have a fix to all these problems (and more)! But before we get into the nitty gritty of it all, we’ll need to cover the most basic of basic things:

-What Is a “Grapple”?
In the base game of Dungeons and Dragons 5th Edition, a Grapple is a special attacking maneuver that holds your opponent in place. To Grapple an opponent, use an Attack action and a free hand to make a Strength (Athletics) check against the opponent’s Strength (Athletics) or Dexterity (Acrobatics) check. If you win the contest, your target is Grappled by you, meaning their speed is always 0, and you supposedly have some sort of appendage attaching you to some part of the target. If you are ever thrown out of range of your target, or vice versa, you are no longer Grappling them. In addition, the target can make the same check as above as a regular Action on their turn, with you making a Strength (Athletics) check, and with them making a Strength (Athletics) or a Dexterity (Acrobatics) check. Some slight adjustments to this system are listed in the section below. Get it? Got it? Good.

-Grappling: Extended’s Notes
The following notes are slight modifications to the Grappling system. These modifications are in effect when using Grappling: Extended.

When making a Grappling check, a tie is considered a win for the target.

If something is Grappled, another creature that can reach the grappler can make a Strength (Athletics) check against the grappler’s Strength (Athletics) check as a regular Action. On a success for the grappler, nothing happens. On a failure for the grappler, the Grappled condition is lost from the original target. A tie in this scenario is considered a win for the attacker, and not the grappler.

When making a Grappling check, the attacker makes a Strength-based attack roll instead of a check. The attacker has proficiency in this attack roll if they have proficiency in Athletics. If the attacker has doubled proficiency in Athletics, they DO NOT gain doubled proficiency in this attack roll. This only happens when instigating a Grapple or a Maneuver; trying to escape from a Grapple or a Maneuver uses the normal check from both parties.

A Raging Barbarian does not get Advantage on any Grapple check or attack roll due to them Raging.


-Maneuvers
Grappling: Extended expands upon the base 5e Grappling by using a system called Maneuvers. There are two types of Maneuvers: Basic and Complex. Basic Maneuvers cover actions that anyone with strong enough of a grip can perform. Complex Maneuvers cover more tactical and intricate actions that require a bit more knowledge of grappling and wrestling in general. Because of this, to use any Complex Maneuver, you must take the Wrestling Feat detailed at the end of this document. Any Maneuver that has the attacker making a Grapple check can be ended in the same way a normal Grapple can be ended.

-Basic Maneuvers
Detailed below is the list of Basic Maneuvers. You don’t need any special in-game feature to use these Maneuvers, but you should talk to your DM about allowing this document before you pull any stunts in games that you’re playing.

Blind
Against a target that is Grappled or Restrained (by anything, not just you), make another Grapple check using a regular Action and a free hand. If you succeed, you place your hand over the eyes of the target, effectively blinding them. The target suffers all of the effects of the Blinded Condition, but their attack rolls do not have disadvantage against you due to the Blindness. In addition, if a creature casts a spell, the only point or creature they can target is you (or rather, the palm of your hand). If the target breaks the original Grappled or Restrained condition, they also end this Maneuver. Against a target that is one or two sizes larger, you can only cover one of their eyes. Against a target that is at least three sizes larger, you cannot use this Maneuver. This Maneuver doesn’t work on creatures without eyes. It’s up to the DM to determine if and how it works on any questionable creature, such as a Beholder.

Silence
Against a target that is Grappled or Restrained (by anything, not just you), make another Grapple check using a regular Action and a free hand. If you succeed, you place your hand over the target’s mouth, effectively silencing them. The target cannot speak properly or loudly, and cannot use any mouth-based abilities. In addition, the target cannot use verbal components for spells. If the target breaks the original Grappled or Restrained condition, they also end this Maneuver. If the target is at least one size larger, you cannot use this Maneuver. This Maneuver doesn’t work on any creature without a mouth. It’s up to the DM to determine if and how it works on any questionable creature, such as a Gibbering Mouther.

Direct Limb/Head
Against a target that is Grappled or Restrained (by anything, not just you), choose the head or a limb (such as an arm or tentacle) and make another Grapple check using a regular Action and a free hand. On a success, you gain slight control of what part you chose. If you chose the head, you can turn the target’s head in a specific direction. You can’t change this direction until you use this Maneuver again. The target cannot move their head from that position to look around. Any attack rolls made at something the target isn’t looking at is made at disadvantage, unless the target is you. If you choose a limb, you gain slight control of that particular limb. The target cannot attack with the limb or move the limb in general. While the target has a limb grabbed, they can use an Attack action instead of a regular Action to try and end this Maneuver the same way one would end a Grapple. While you are grabbing a limb, you can use an Attack action to drag the limb and force it to touch anything within your reach, but you cannot move the target creature (nor the limb) more than 5 feet in one turn with this action. You cannot use this Maneuver against a creature that is two sizes or more larger than you.

Disarm from Hand
Against a creature that is Grappled or Restrained (by anything, not just you), choose a hand that the target is using to hold something and make another Grapple check using a regular Action and a free hand. On a success, the something that the target was holding is now in your hand that you used to perform this Maneuver. Whether the check was a success or a failure, the creature has Advantage on its next check to escape your Grapple (if you are grappling and disarming the creature). You cannot use this Maneuver on a creature at least two sizes larger than you, or if the item in the creature’s hand is completely covered by the hand.

Sit Down
Against a creature that is Prone and Grappled or Prone and Restrained (by anything, not just you), use a Bonus Action and a free lower-half of your body to sit on the Prone creature. You are considered Prone to everything excluding the creature you are sitting on. The creature has Disadvantage on any check made to escape the original Grapple or Restrained condition. If the original Grappled or Restrained condition is ended, this Maneuver also ends, and leaves you Prone. You cannot use this Maneuver on a creature that is larger than you or at least two sizes smaller.

Toss
As a regular Action, choose a target you have Grappled. You use another free hand to bounce the target and then toss them 5 feet in any direction. Once the target reaches the location and touches the ground, they must make a Dexterity (Acrobatics) check versus your Strength (Athletics) check. A tie is considered a win for the thrown creature. If the thrown creature succeeds, they land on their feet. If they fail, they fall Prone. If the target is too heavy for you to lift, you cannot use this Maneuver.

Forced Rise
As a Bonus Action, you can force a target you have Grappled to rise from Prone, using half of your maximum movement. You cannot use this Maneuver if you are Prone.

Hand Off
As a Bonus Action, you release an opponent you have Grappled and hand them off to a creature that has the Grappled opponent in their range and that can Grapple the opponent. That creature can use a Reaction and a free hand to automatically Grapple the opponent you once had Grappled, no check needed. After using this Maneuver, you no longer have the creature Grappled.


-Complex Maneuvers

Clamp/Pry Hand
Against a target that is Grappled or Restrained (by anything, not just you), choose a hand, choose clamp or pry, and make another Grapple check using a regular Action and a free hand. On a success, you gain slight control of the hand. If you chose clamp, the target’s hand is shut until this Maneuver ends. If you chose pry, the target’s hand is open until this Maneuver ends. This Maneuver also Grapples the target. You cannot use this Maneuver on a creature at least two sizes larger than you.

Hold on Tight
If you have something Grappled, and you are moved out of their reach (or vice versa), you can use your Reaction to force the creature to move with you, staying in your range. If the creature is moved out of your reach, this Maneuver still keeps them with you, stopping their movement instead of moving you with them. This Maneuver stays in effect until the current turn ends.

Head Lock
When you succeed in Grappling a target, you can choose to target the neck and keep them in close proximity. If you do so, the target is forced to face you, and can only look left, right, or straight, and not all around. However, you and the target both occupy the same space (the target moves into your space when you Grapple). If the Grapple ends, the target can choose to be pushed away from you one space. You cannot use this Maneuver on a target that is one size larger than you.

Disarm from Person
Against a creature that is Grappled or Restrained (by anything, not just you), choose an item that the creature has on them (such as a pouch or a necklace) and use a regular Action and a free hand to make a Grapple check. If you cannot see the item, the opponent makes their part of the Grapple check with Advantage. If you have to break the object to get it off of the target (such as snapping a necklace or ripping a shirt) you roll your side of the check with Disadvantage. On a success, the something that the target had on them is now in your hand that you used to perform this Maneuver. Whether the check was a success or a failure, the creature has Advantage on its next check to escape your Grapple (if you are grappling and disarming the creature). You cannot use this Maneuver on a creature at least two times larger than you.

Suplex
Against a target that you have Grappled and that is NOT Prone, use an attack Action and a free hand to make a Strength (Athletics) check against the target’s Dexterity (Acrobatics) check. A tie is considered a win for the target. If the target succeeds, they stay where they are. On a failure, you pick up the target and fall backwards, forcing the target to land on their back. The target takes 1d6 + your Strength modifier damage, and both of you are knocked Prone. This damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). If you roll a Natural 20 on your Athletics check, double your damage die. If the target is too heavy to lift, you cannot use this Maneuver.

Throw
As a regular Action, choose a target you have Grappled. You use another free hand to lift and then throw them up to 10 feet in any direction. Once the target reaches the location and touches the ground, they must make a Dexterity (Acrobatics) check versus your Strength (Athletics) check, with them at Disadvantage. A tie is considered a win for the thrown creature. If the thrown creature succeeds, they land on their feet. If they fail, they fall Prone. If the target is at least 1 size smaller, you can instead throw them up to 15 feet. If the target is too heavy for you to lift, you cannot use this Maneuver.

Pin Down
Against a creature that is Prone and Grappled or Prone and Restrained (by anything, not just you), use a regular Action and a freed body to lay atop the creature, holding them down. When you lay on the creature, you are Prone. The creature cannot end the original Grappled or Restrained condition until they end this Maneuver. The creature is considered Restrained while this Maneuver is active. While this Maneuver is active, you have Advantage on any check made to Direct, Disarm, Silence, or Blind the creature.


– Feat: Wrestler
You are allowed to use any Maneuver from the list of Complex Maneuvers.
Any time you use a Basic Maneuver that has you make a Grapple check as a regular Action, you can instead use the Maneuver as one attack in an Attack Action. You cannot perform a Maneuver after you Grapple in the same Attack Action, nor can you perform two Maneuvers in the same Attack Action.

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