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The Mixed Martial Artists Guide

I
magine you're enjoying yourself at the local tavern. A Arm Bar -Target takes a Str or Dex saving throw. If it's a
man, unassuming and common, is blatently being a failure, the target takes 2d4 (Or your martial art die)
nussiance while intoxicated. Your bard friend bludgening damage and target has disadvantage on melee
eventually gets fed up with him and decides to swing attacks for the rest of the combat. This move can be done
at him, in a flash this seemingly beligerant drunk as the grapplee.
strikes a peculiar stance. In a flurry of movements Sweep/Roll -Target takes a Str or Dex saving throw. If it's
that could only be described as the elegance of a a failure, the target loses control in the grapple and the
blade, your friend's punch is quickly caught and his arm is artist can switch posistions with the Target, and can take
snapped like a measly twig. He writhes in agony on the tavern control of the grapple. This move can be done as the
floor. This...this is true martial arts. Grapplee.
Jiu Jitsu Master
Learning the Arts Prerequisite- Jiu Jitsu Adept, Wis or Int of 15, Str or Dex of
All of these arts are feats and may, like other feats, be taught 14.
for a price by someone who is knowledgeable on the art or
the feat can be obtained through the conventional way at This a true master of the Art. They know the ropes and then
ability score improvements. Adepts of the arts should be some. They benefit from the passive bonus of Advantage in
rather common to find in the world. Learning the feats might all grapple attempts and submission defenses. (Unless
also take time and a good deal of coin. For all of the moves against another master or large creature) As an action they
that require a DC, it is DC = 8+Prof+Str/Dex. Unless you can use advanced techniques. These are: the Pull Guard,
are a monk or other martial artist class in which case the DC Americana, Ankle Lock/Knee Bar, Guillotine/Arm
is DC = 8+Prof+Str/Dex+Wis. The DC for escaping a move Triangle, Omoplata/Kimura, Standing Arm Bar, and the
is the same DC for defending against the move. Triangle Choke.
Pull Guard -This move can be done outside of a grapple.
grappling techniques Target takes a Str or Dex save. On failure, the target is
This is the ground and standing arts of joint manipulations, grappled, stunned for one turn, and brought prone with
various chokes, sweeps, and takedowns. This kind of combat the grappler. This move can be done as the Grapplee.
is all about postions that are part of a grapple and using an Americana Armbar -Target takes a Str or Dex save. If it's
opponent against himself. These techniques come from a failure, the target takes 3d4 (Or martial arts die)
various arts such as Judo and Jiu-Jitsu. Two free hands are bludgening damage and the target's arm is broken,
needed for these moves. These feats have an understood disabling one of the targets arms for the rest of combat.
prerequisite of the Grappler or an Unarmed Combat Ankle Lock/Knee Bar -Target takes Str or Dex save. If it's
(Tavern Brawler or similar) Feat. To initate these moves the a failure, target takes 2d4 (Or martial arts die) bludgening
grappler needs to be in a grapple unless otherwise stated. For damage and the target's movement is reduced to half. Also
each grapple there is a Grappler and a Grapplee, see below due to loss of mobility, target suffers -1 AC.
in further clarifications on the rules of this. Guillotine/Arm Triangle -Target takes a Con save. If it's a
failure, target takes 5d4 (Or martial arts die) bludgening
Jiu jitsu Adept damage.
Omoplata/Kimura -These moves are difficult and have a
Prerequisite- Wis or Int score of 13, Str or Dex score of 13. -3 to the submission DC. Target takes Str or Dex save. If
it's a failure, target takes 4d4 (Or martial arts die)
This is a student of Jiu-Jitsu and knows the basic techniques bludgening damage. Also, the target's arm is broken as a
of the art. As an action they can use a technique on a lingering injury. This move can be done as the grapplee.
grappled target. These include the Rear-Naked Choke, the Standing Arm Bar- Same as normal Arm Bar but can be
Arm Bar, and the Jiu Jitsu Sweep/Roll. Additionally, when done standing and out of a grapple.
you successfully hit with an unarmed melee attack, you may Triangle Choke -Target takes a Con save. If the target fails
attempt to grapple a target as a bonus action. the save, it falls unconscious. Every 3 turns the target may
Rear Naked Choke -Target takes a Con save. If it's a repeat the save to regain consciousness. This move can be
failure, the target takes (Non-Lethal) bludgening damage done as the grapplee.
equal to half its health. Unless broken from hold this is
repeated automatically at the beggining attacker's or
target's next turn. If there is a second failure the target
drops to 0 HP and is incapacitated. If at any point the
target succedes the save, it regains it's HP lost during the
choke and the choke ends, but the grapple does not. When
incapacitated the target awakens if damaged or shaken
awake by an action. If not woken the target will be asleep Credit:Phillip Lietz Illustration
for 1 minute.

PART 1 | Grappling 1
Forbidden Jiu Jitsu Training Kesa Gatame -Target makes a Str or Dex save. If it is a
failure, the target is knocked prone and is restrained
Prerequisite- Jiu Jitsu Adept, Wis or Int of 14, Str or Dex of 1 under the grappler. Each turn the target may repeat the
save to escape. The grappler must use it's turn to maintain
These are the moves that require special training because this dominant postion, but may use a bonus action to to
they have been shunned by the martial artist community. make an unarmed strike against the target while you
They are considered dishonorable and unfair, so they will maintain this position.
generally not be taught publicly in a conventional dojo. As an O Goshi -Target makes a Str or Dex save. If it is a failure,
action you can use a forbidden technique on a grappled the target takes 2d4 (Or martial arts die), is knocked
target. These include the Crucifix, the Flying moves, prone, and has disadvantage on Con, Dex, and Str saves
Gogoplata, and The Twister/Spine Bane. Additonally, you until the end of the grappler's next turn. This can be done
can fight dirty causing your opponent to have disadvantage outside of a grapple.
on Str and Dex saving throws as a bonus action. These tricks
only work once per person in this combat. Judo Master
Crucifix -Target takes a Str or Dex save. If it's a failure, Prerequisite- Judo Adept, Wis or Int 15, Str or Dex of 14.
target takes 6d4 (Or martial ats die) bludgening damage
and both of the targets arms are simultianiously broken This is a master of the art of Judo. They know how to use a
and the chest hyper extended. Gives three lingering man's weight against him like the back of their hands. They
injuries, two broken arms and the internal injury effect have a passive bonus of Advantage in all grapple attempts
(The DC for the internal injury is the same as technique and technique defenses. (Unless against a larger creature or
DC). This move has a -5 to its submission DC due to its other master) As an action masters can use advanced
difficulty. techniques. These are: the Morote Gari, Uchi Mata
Flying Arm Bar/Triangle -These are the Arm Bar and Sukashi, Uchi Mata, Yam Arashi, and the Ura Nage.
Triangle Choke move but can be performed without Morote Gari -When an enemy attempts to grapple you
establishing a grapple first, but cannot be used as the and fails, you may use your reaction to counter. Target
grapplee. takes Str or Dex save. If it is a failure, the target takes 2d6
Gogoplata -Target takes two different saves. One is a Str bludgening damage and is now grappled by you. This
or Dex save and the other is a Con save. If the Str or Dex move may be used as the grapplee.
save is failed, the target takes 4d4(Or martial arts die) Uchi Mata Sukashi -When an enemy tries to throw you or
bludgening damage and suffer disadvantage on melee physically push you away, you may use your reaction to
attacks for the remainder of the combat. If the Con save is attempt a reversal. Target takes a contesting Str or Dex
a failure, the target falls unconscious. Every 3 turns the check, the loser is knocked prone, takes 2d6 bludgening
target may repeat the save to regain consciousness. This damage, and is stunned for one turn. THis move may be
is a very complex move and suffers a -2 to its submission used as a grapplee.
DCs. Uchi Mata -Target takes a Str or Dex save. If it is a failure,
Twister/Spine Bane -The target takes two different saves. target is thrown prone and takes 3d4 (Or martial arts die)
One is a Str or Dex save and the other is a Con Save. If bludgening damage. Target remains grappled.
the Str or Dex save is failed, the target takes 5d4 (Or Yam Arashi - Target takes a Str or Dex save. If it is a
martial arts die) bludgening damage. If the Str or Dex failure, target is thrown 5ft away from you, takes 2d8
save is a failure, the target makes a Con save. If the target bludgening damage, and has a -5 to Con save for 3 turns
fails the Con save it suffers from a broken back lingering due to getting the wind knocked out of him. Due to
injury. (Speed reduced to 0 and Prone condition) This difficulty, the DC suffers a -2 for this technique.
difficult move suffers a -3 to its submission DCs. Ura Nage - Target takes Str or Dex save. If it is a failure,
Judo Adept target takes 5d4 (Or martial arts die) bludgening damage,
is knocked prone (grappler is made prone too), and has
Prerequisite- Wis or Int of 13, Str or Dex of 13. disadvantage on all physical saving throws for the rest of
combat. Due to difficulty, the DC for this technique suffers
This is a student of Judo and knows the basic techniques of a -3 .
the art of Judo. As an action (or possibly reaction) you can use
one of the basic Judo moves on someone either standing or in
a grapple depending on the move. These include the Daki
Age, Kesa Gatame , and the O Goshi.
Daki Age -Target makes a Str or Dex save. If it is a failure,
the target takes 2d6 (Or martial arts die) bludgening
damage and is knocked prone. This move can be done if
you are grapplee or grappler, this move ends the grapple.

Credit: Sarabethking

2 PART 1 | Grappling
Forbidden Judo Training
Prerequisite- Judo Adept, Wis or Int 14, Str or Dex of 15 Further Clarifications
These moves are those that have been shunned by the and Details
martial artist community. They are harder to find and are
considered dishonorable; they trade true knowledge of the art
for more power. These will not be taught in a conventional Limits on Use and Martial Arts
dojo. As an action (Or bonus action) you may use one of the Points
following forbidden techniques: Ashi Garami, Do Jime, Kani
Basami, and the Kawaza Gake. Additonally, you can fight Every technique in each of these feats cost One Martial Arts
dirty causing your opponent to have disadvantage on Str and Point-Per Move. For each of these techniques listed in the
Dex saving throws as a bonus action. These tricks only work feats there is a certain amount that they can be used for the
once per person in this combat. body does have limits each day. To represent this limit, each
character has an amount of Martial Arts Points that is
Ashi Garami - Target takes Str or Dex save. If it is a replenished after every short or long rest. This amount is
failure, target takes 4d4 (Or martial arts die) bludgening calculated by adding: the Grappler's primary physical ability
damage, has one leg broken as a lingering injury, and is score modifier (Str/Dex/Con) and the Grappler's primary
considered restrained. Each turn the grappler must use mental ability score modifier (Wis/Int). So for example, a
their action to maintain the hold but may use a bonus level one character with a Dex of 20 and a Wis of 12 will have
action to make an unarmed strike against the target. 6 Martial Art Points each short/long rest. (Dex+Wis)
Target repeats save each turn to escape. Due to difficulty
this move's DC has a -2 penalty. Martial Arts Classes
Do Jime - Grappler uses a bonus action to attempt a body For Monks and other martial arts classes the calculation is
choke to a target that was just thrown (needs to still be in slightly different for thier Martial Arts Points. For them they
grapple) or is currently restrained by the grappler. Target add their primary physical abilitiy modifier (Str/Dex/Con),
takes a Con save. If it is a failure, target takes 2d4 (Or their primary mental ability score modifier (Wis/Int) , and
martail arts die) bludgening damage. If the Save is failed their own personal amount of Ki (Or Class equivalent). For
by 5 or more, target also suffers a broken rib lingering example, a level two Monk with a Dex of 20 and a Wis of 12
injury. (DC for broken ribs is same as technique DC) Due will have 8 Martial Arts Points. (Dex+Wis+Ki) For these
to difficulty the DC for this move suffers a -3 penalty. classes though, the martial arts points do not contribute to Ki
Kani Basami - Target takes Str or Dex save. If it is a or Moxie pools for using class specific actions.
failure, target takes 6d4 (Or martial arts die) bludgeoning
damage and has both legs broken as lingering injuries. If Sneak Attack and Techniques
the target has failed the original save then the target takes
an additional Con save, on failure the target is concussed If you have the Sneak Attack class feature, the damage that
(poisened effect) for 1d4 weeks. Technique breaks grapple is dealt by it can apply to the martial arts technique's damage
and leaves grappler prone. The DC for this technique has seprately. For example if you do the Arm Bar and the target
a -5 penalty due to difficulty. fails its saves, then they would take 2d4 Bludgeoning plus
Kawaza Gake - Same effects as the Uchi Mata technique 1d6 Bludgeoning from the sneak attack. (Depending on the
but ignores advantage on the saving throw to avoid the Rogue Level) The damage bonus due to sneak attack is
technique. described in the PHB Rogue Class section.
For Special Cases Like The Rear Naked
Monks and other martial art classes Choke
Since these characters already have a mastery of For the Rear Naked Choke Technique, if you have the Sneak
the martial arts they can use all of the adept moves Attack class feature and it applies when doing a Rear Naked
of the martial arts using Ki points or equivilent. Choke the move is performed as follows. The target suffers
Each of these moves cost one Ki (or class
disadvantage on the Con saving throw to resist the Choke. If
equivalent) to do.
the Con save is a failure, the target takes non-lethal
Technique DC is the adjusted Martial artist one. blugeoning damage equal to half its health + non-lethal
If these characters want to obtain the master or bludgeoning damage equal to the sneak attack damage die.
forbidden moves they can forego the physical The move then proceeds as normal (Described above).
and feat prerequisites of the higher feats. Additionally, if the non-leathal sneak attack damage reduces
While these artists have general knowledge of the target to 0 HP, then the target remains unconscious for
all martial arts they are not masters of all. 1d4 Hours, instead of 1 Minute.
More moves can be aquired in the master and
forbidden technique feats.
These classes ignore the physical stat and
Grappler prerequisites of the martial art feats, due
to familiarity with martial arts.

PART 1 | Grappling 3
Using this material Grappler V.S. Grapplee
This material can be used in a lot of ways. It is in no way Throughout the work there is reference to the idea that in
perfect but does provide a great new incentive for monks, and each case of a grapple that there is a grappler and someone
other classes/characters to try out grappling. On the surface, being grappled. The person that is the grappler, prone or not,
this is a small booklet of feats that enhance grappling is the one that is able to perform techniques from the feats,
mechanics and make it a viable form of combat for PCs. On unless noted in the move otherwise. To determine the
the other hand this material can also be used as a whole grappler from the grapplee use this system. The grappler is
revamp of the martial arts system as now unarmed combat always the character that initiates the grapple. If you are
can go beyond just punches, shoves, and sometimes multiple grappled then you are the grapplee and the only way to
punches.It can be used by select NPC's as enemies or reverse this role is to break the grapple and initiate your own
challengers and makes the idea of being an unarmed fighter a grapple, unless you do this quicker with the Sweep/Roll
much more dynamic and in-depth system. Quests can be built move described above. Both Grappler and Grapplee can
around the ideas of dojos or challengers to the PCs and much make attacks at eachother as they please, but only the
more. I hope you like and use this content however it may grappler can perform moves, unless stated otherwise in the
serve your campaign the best. move description.
Dojos in your world Variant Options
Most major cities on the Sword Coast (Or whatever setting Grappling
your characters reside) should have some martial arts dojos For making the grappling resist check you could replace the
in what would probably resemble an ethnic district or contesting checks of the target and the grappler and instead
monestary area of a city. There might even be rival dojos in have the target take a Str or Dex saving throw (just like when
the much larger cities such as Neverwinter or Waterdeep. subjected to techniques) to escape being grappled. You could
Other than that, Dojos would be found in secluded areas or additionally do this to also replace the attack roll to initiate a
monestaries that reside in the mountains, seasides, or even grapple, streamlining the moves more. For balancing
some country areas. Not all of these Dojos should be of the purposes, if you choose to replace the initail roll to start a
same quality or capabilities though, the smaller Dojos should grapple with a Saving throw, I would reccomend making
be able to teach one adept level art or another but for the "Grappling" an action in itself (So it doesn't just replace one
master arts you would need to go to a bigger and more attack in extra attack), with class or feat exceptions to make it
successful or famous dojo. For training in the forbidden a bonus action.
branches of the arts you are going to have to search a little
more. Training for the forbidden arts could be found in Attempts and limits
warehouses, illegal training rings underground, or even in For the purpose of balancing combat, the DM may make
dangerous moutainous regions. For locating these dojos you limits null and void, giving those with the feats free reign to
might find contacts working in the black market or at an use each technique as many times as they want in combat.
illegal fight ring somewhere.
Damage
Cost of Training The DM may tweek the damage of each of the moves to fit
The cost of training at any of the Dojos will very greatly, even what he or she may find to be the most balanced in their
at the forbidden Dojos. First off, training will take some time campaign. Also the idea of scaling the damage with martial
and dedication from the character. It will take up a good bit of arts die could be removed too to further balance if the DM
a character's downtime in cities possibly and should take sees fit.
about 8 weeks (Subtract weeks equal to Wis+Int Modifiers)
for the adept moves and about 16 weeks (Subtract weeks Combat outside of the grapple
equal to Wis+Int Modifiers) for the master or forbidden While one character is grappling others may attack at the two
techniques. But also the better the Dojo, the faster someone grappling characters, normally, but if the attack is missed by
should be able to learn. For physical costs of training, it 5 or more (Or whatever the DM decides) the attack could hit
should vary Dojo to Dojo and depend on what level of the attackers ally that is in the grapple.
training you are seeking. It could cost gold, or a quest in
return, or manual labor while you train, have to prove AC and Armor
yourself, or have to take an oath of some sort, ect. There are Since all of these moves have nothing to do with AC scores,
many ways to pay for the training. As always, this all can be the DM may choose to inflict penalties (that stack with
avoided by taking the feats in place of ability score difficulty penalties) to Technique DCs for targets in armor
improvements when your class gets those. that are being grappled and for grapplers that are in armor as
well. Example penalties to DCs for either the target or the
grappler wearing armor: -1 for Light Armor, -2 for Med
Armor, and -3 for Heavy Armor.

4 PART 1 | Grappling
Options For Scaling
If you would want to, the DM using this material could easily
make a scaling chart with the martial artist points. It would
be likely something along the line of using a system of adding
1 die of damage for each martial arts point spent on a single
move. This would obviously change some balance issues in
your world so I don't reccomend this, but a good idea for
balancing would be to limit the amount of martial arts points
that can be spent on a single move and scale that with levels.
Similar to the Psionic Class from Wizards of the Coast's
Unearthed Arcana.
Notes
This is the labor of over a year of work for two friends who
are huge fans and participants of both martial arts and
Dungeons and Dragons. We have devised these moves to be
about as realistic and fun as we could get them and did
extensive research to choose moves and how to apply them to
the world's greatest role-playing game. These have all been
play tested minorly by our own D&D group and found them
to be quite balanced but still feedback is hugely appreciated.
Thank you and I hope you enjoy.
Credits
Creators- Bailey Hunton, Ian Hunton, and Katelyn Breault.
Playtesters- My wonderful D&D group that has been
through thick and thin to play this game over the years with
me. Namely Zach Cannon and Ardrien Hendrix.

Credit: Brazilian jiu-jitsu lifestyle

PART 1 | Grappling 5

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