Arc Grappler

by MistaZ

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Arc Grappler
Arc Grappler
Level Proficiency Bonus Command Slam Features
1st +2 1d8 Slow & Steady, Grapple Mastery, Command Slam
2nd +2 1d8 Fighting Style, Persistence
3rd +2 1d8 Grappler Archetype
4th +2 2d8 Ability Score Improvement, Martial Versatility (Optional)
5th +3 2d8 Steel Grip
6th +3 2d8 Seismic Toss
7th +3 3d8 Grappler Archetype Feature
8th +3 3d8 Ability Score Improvement, Martial Versatility (Optional)
9th +4 3d8 Gamma Wave
10th +4 4d8 Titan's Grasp
11th +4 4d8 Persistence Improvements
12th +4 4d8 Ability Score Improvement, Martial Versatility (Optional)
13th +5 5d8 Gamma Wave Improvements
14th +5 5d8 Seismic Toss Improvements
15th +5 5d8 Grappler Archetype Feature
16th +5 6d8 Ability Score Improvement, Martial Versatility (Optional)
17th +6 6d8 Gamma Wave Improvements
18th +6 6d8 Titan's Grasp Improvements, Persistence Improvements
19th +6 7d8 Ability Score Improvement, Martial Versatility (Optional)
20th +6 7d8 Grappler Archetype Feature

Creating an Arc Grappler

When you create an Arc Grappler, you are choosing to step into the shoes of a warrior whose very essence is entwined with the primal forces of combat. Consider why your character has embraced this path. Were they once a gladiator, fighting for glory and survival in the pits? Or perhaps a disciplined sentinel, trained to protect with unyielding strength? Arc Grapplers are not mere fighters; they are the embodiment of the struggle between power and control, between unleashing raw energy and channeling it with precision. They are the masters of the martial dance, turning the tide of battle with a well-placed hold or a devastating throw.

Class Features

As an Arc Grappler, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Arc Grappler level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Arc Grappler level after 1st

Proficiencies


  • Armor: All armor
  • Weapons: Simple melee weapons, fist weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Athletics, Intimidation, Performance, Religion, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor
  • (a) a dagger or (b) a sickle
  • (a) a burglar's pack, (b) a dungeoneer's pack

Quick Build

You can make a Arc Grappler quickly by using these suggestions First, make Strength your highest ability score followed by your Constitution. Second, choose the Soldier background. Third, choose the Moving Fortress as your Grappler Archetype.

Multiclassing

You must have a Strength score of 14 or higher in order to multiclass in or out of this class.

Slow & Steady

At level 1, you gain the following effects:

  • Your speed is reduced by 10ft
  • Your carrying capacity is doubled
  • You are unaffected by any strength requirements for equipment

Grapple Mastery

At 1st level, your grappler training has given you mastery of grabs and fist weapons, which are attacks that utilize: unarmed strikes, gauntlets or claw weapons.

You gain the following benefits while you are using a fist weapon and not using a shield:

  • Your unarmed strikes can deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit.

  • When you make a grapple check, you can use either Strength (Athletics) or Dexterity (Acrobatics). The target must use the same skill.

Command Slam

Beginning at 1st level, you know how to slam a grappled opponent. Once per turn as an action, you can deal 1d8 bludgeoning damage to one creature you are grappling. The target becomes prone and you release your grab. You must have a free hand and can't be using a shield to use this ability.

If you use this ability and both you and the target are midair, you both immediately fall to the ground prone and take fall damage (if applicable).

The amount of the extra damage increases as you gain levels in this class, as shown in the Command Slam column of the Arc Grappler table.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Coverage

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to redirect a portion of the damage the target takes to yourself by 1d10 + your proficiency bonus (to a minimum of 0 damage).

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Menacing Aura

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using fist weapons to use this reaction.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype for Fighter. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to grab or make a melee attack against a creature that moves more than 5 feet while within your reach.

Persistence

Starting at 2nd level, you have advantage on grapple checks against a creature if you were grappling that creature in the last round.

At 11th level, you have advantage on grapple checks against aerial creatures if you are also midair

At 18th level, if you have advantage on a grapple check, you automatically succeed the check

Grappler Archetype

At 3rd level, you choose a being that you strive to emulate in your grappling styles and special techniques. Choose Moving Fortress, Magnetic Titan, or Inferno Vanguard, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 15th, and 20th level.

Steel Grip

Beginning at 5th level, you can make an attack with a fist weapon or a grapple check as a bonus action.

Seismic Toss

By 6th level, your divine grappling techniques inspire you to toss your opponent. As an action, you can make a ranged attack using a creature no larger than you that you're grappling as ammunition (range 20/40 feet) . The attack deals 2d6 bludgeoning damage and knocks the grappled creature prone. The target must make a Strength or Dexterity saving throw (DC 8 + your proficiency bonus + your Strength/Dexterity modifier) or be knocked prone with the creature and receive the same damage.

At 14th level, the damage increases to 4d6 and the range increases to 40/80 feet if you have a free hand.

Gamma Wave

Starting at 9th level, you can make the ground crumble beneath your opponents’ feet. As an action, roll a Strength (Athletics) check. A wave of debris erupts from the ground in a 5ft line, extending a distance equal to the result. The line becomes difficult terrain, and any creatures hit must make a Dexterity saving throw or become prone.

At 13th level, you are immune to your own difficult terrain.

At 17th level, creatures must make a Dexterity saving throw or become prone whenever they enter your difficult terrain

Titan's Grasp

Starting at 10th level, you can now grapple creatures two sizes larger than you. In addition, creatures that you grapple that are your size or smaller become restrained.

At 18th level, you can grapple creatures of any size.

Grappler Archetypes

Choose a being that you strive to emulate in your grappling styles and special techniques. Choose from: Moving Fortress, Magnetic Titan, or Inferno Vanguard

Moving Fortress

Formidable grapplers have mastered the art of Potemkin, turning their bodies into unstoppable forces on the battlefield. With earthshattering slams and bone-crushing holds, they dominate their foes, embodying the indomitable spirit of Potemkin himself.

Superarmored Defense

3rd level Moving Fortress feature
While you are wearing heavy armor and not wielding a shield, your Armor Class equals the Armor Class of the equipped heavy armor + your proficiency bonus.

Hammerfall

3rd level Moving Fortress feature
You can use the dash action in combat as normal movement if the entire movement is in a straight line. If you are struck by an opportunity attack while doing so, then make a concentration check. On a fail, your movement stops and your turn immediately ends.

Slide Head

7th level Moving Fortress feature
As an action, knock yourself prone and make all grounded creatures in a 15-foot cube originating from you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) . On a failed save, the creature takes 2d8 bludgeon damage and becomes prone. On a successful save, the creature isn't affected.

When you reach certain levels in this class, the damage increase:4d8 at 15th level and 6d8 at 20th level.

Heat Knuckle

7th level Moving Fortress feature
Your unarmed attacks and Command Slams count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Flawless Defense Breaker

15th level Moving Fortress feature
When you are struck by a ranged attack, you can use a reaction to flick and deflect the attack if you have at least one hand free. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your Arc Grappler level.

If you reduce the damage to 0, you can make a ranged attack with a range of 30/60 using the spell or piece of ammunition you just flicked away, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the attack deals the same type and amount of damage.

Heavenly Buster

20th level Moving Fortress feature
You can now jump to superhuman heights regardless of running. Your long jumps are equal to your speed + Strength modifier and your high jumps are equal to 5 * your Strength score. In addition, you don't take any fall damage if the distance is less than or equal to your max high jump height or if you are using Command Slam.

Magnetic Titan

These warriors have harnessed the power of magnetism to control the battlefield, drawing enemies close for devastating throws and crushing grips. Iron Tager's legacy lives on through them, as they embody his strength and strategic prowess.

Voltic Battler

3rd level Magnetic Titan feature
You have unlocked the ability to manipulate the electricity within your body. You gain the following:

  • You gain proficiency in Arcana
  • As an action, you can use your power to sense if nearby creatures (30 feet) have resistance or immunity to lightning damage.

Atomic Collider

3rd level Magnetic Titan feature
As a bonus action, you can deal 1d4 lightning damage to a creature you are grappling. If you do, magnetize the creature. The magnetized effect lasts for the same number of rounds as the damage dealt.

Additionally:

  • When you take the grapple action, you can cause magnetized targets out of your reach to get pulled in. Make a grapple check against that target and if they fail, pull them 30 feet and grab them if they're in range.

  • There can only be one creature magnetized at a time. When you cause another creature to become magnetized, the last creature loses this property.

  • At 20th level, there is no limit to the creatures you can magnetize and magnetization always lasts 1 minute.

Spark Bolt

7th level Magnetic Titan feature
Harnessing the raw power of lightning, you’ve unlocked the ability to shoot your energy. When you unlock this feature you gain the following benefits:

  • Spark Bolt Charges: You have Spark Bolt charges equal to your Intelligence modifier (min 1) that recharges every long rest. If you suffer lightning damage you can regain one charge.

  • As an action, you can shoot out a magical electric charge at a target. Lose one of your Spark Bolt charges to make a ranged attack (range 50/100) , on hit the target suffers 2d10 lightning damage and becomes magnetized

Discharge

15th level Magnetic Titan feature
When you perform a Command Slam, if you still have Spark Bolt charges available, you can take a bonus action to maintain your grip on the creature. You must expend all remaining Spark Bolt charges and deal an additional 3d10 lightning damage per charge. Additionally, the target becomes magnetized for one minute.

Voltic Field

20th level Magnetic Titan feature
At the start of your turn as a free action, you can target any amount of targets within a 15ft cube. All magnetized creatures within your line of sight must succeed a grapple check at the end of their turn or they get pulled towards you 30 feet. In addition, magnetized creatures attempting to move away from you move as if they are moving on difficult terrain.

Inferno Vanguard

These relentless warriors channel the ferocity of Bullet, turning their rage into a blazing onslaught. With fists smoldering like iron and a will unbroken by the flames of war, they leap into the fray.

Heat Up

3rd level Inferno Vanguard feature
You have unlocked the ability to heat yourself up, further enhancing your abilities and striking power. Your maximum Heat level is three. At the end of each round, take fire damage (this cannot be reduced) equal to 3 * your current Heat level. In addition, if you didn't use an attack, Command Slam or Inferno Vanguard feature, your Heat level goes down by one. If you drop to 0 hit points because of Heat, drop to 1 hit point instead and lose all of your Heat Levels.

Heat

You can gain Heat Levels by:

  • Afterburner: As an action, you can charge your Heat, increasing your Heat level by one. At 7th level, you can use your bonus action to use this ability.

  • Suffering damage: When you receive more than 10 points of damage, you can use your reaction to use Afterburner


You gain the following abilities while you possess Heat Levels:

  • Your speed and high jump height increases by 5 feet per Heat Level

  • Your fist weapons deal an extra 1d6 fire damage per Heat Level

  • When dragging a creature, deal 1d4 fire damage per 5 feet moved

Unarmored Finesse

3rd level Inferno Vanguard feature
At 3rd level you gain the following abilities if you are not wearing armor and not using a shield:

  • Your Armor Class equals 10 + your Dexterity modifier + your proficiency bonus.

  • You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls of a fist weapon.

Flint Shooter

7th level Inferno Vanguard feature
By expending one Heat Level (action), you can fire a mid-range explosion from your hand. To do so, make a ranged fist weapon attack against a creature in range, which will receive fire damage on hit. You cannot use this feature if you have used Afterburner this round. The damage and range is shown on the following chart:

Flint Shooter
Heat Level (When Activated) Damage Range
1 2d10 10ft
2 4d10 20ft
3 6d10 40ft

Engage

7th level Inferno Vanguard feature
You have learned how to convert your heat into techniques as you leap into your opponent. You can expend a Heat Level as a action to do a Engage action from the following list. You may expend an additional Heat Level to do an Engage action as a bonus action if you have already used an Engage action this turn.

  • Wadcutter Engage: You use the Flint Shooter feature on a grappled opponent, but the damage is maxxed.

  • Explode Engage: You use the Flint Shooter feature on a proned opponent within 5ft of you. That target receives double damage on hit.

  • Piercing Engage: You begin pummeling a grappled opponent, making them go 15ft away in a direction of your choice. You can attack with a fist weapon up to the number of Heat Levels possessed before use.

  • Flechette Engage: You use the Flint Shooter feature on a grappled, midair opponent. You slam the creature down on the ground, making them go prone, and all other creatures in a 10ft radius around the blast zone must make a Dexterity saving throw to take half damage or full damage and go prone on a failed save.

At 15th level, you have advantage on these abilities.

Heat Wave

15th level Inferno Vanguard feature
Starting at 15th level, you now know how to extinguish yourself as an attack. As a bonus action, you can release your Heat. Doing so sets your Heat Level to 0 and all creatures within a 10ft sphere must make a Constitution saving throw (DC 10 + your proficiency bonus + your expended Heat Level) or get burned, taking 5 * Heat level and become restrained until the end of your next turn.

Heat The Beat

20th level Inferno Vanguard feature
By 20th level, you have complete mastery over your Heat Levels. You can now gain a Heat Level when you:

  • Use an action to do use a fist weapon

  • Drag a grappled creature your max movement

In addition, your Heat no longer decreases unless you want it to.

Arc Grappler

Slam opponents into the ground and take advantage of new grappling techniques with this new class. Learn the ways of popular Arc System Work's grapplers such as: Potemkin, Tager and Bullet.

Cover Art & Images: All images used are from the above character's specific story mode from Arc System Works's games: Guilty Gear and BlazBlue,

Suggestions & Comments Welcome

I intend to make more DND related things, so the more feedback the better.

 

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