Upheaval

COMBAT MANEUVERS (CM)


During combat, you can attempt to push, shove, kick, rush, tackle, grapple, trip, or otherwise physically manipulate your opponent. These special types of melee attacks are called Combat Maneuvers (CM). You perform these combat maneuvers in place of any melee attack. As part of a full-round, full attack action, you may use a combat maneuver to replace any of your attacks, though a grapple check itself can only be attempted once per turn.

Although these maneuvers have vastly different results, they all use a similar mechanic to determine success. For each of these, your opponent will make an Athletics or Acrobatics check to set a DC for your check. You will attempt to hit that DC with an Athletics check of your own. As skill checks, no critical hits or attack bonuses apply to either of these rolls.

Failed combat maneuvers always provoke an attack of opportunity. Any failed CM by 10 or more points is considered a catastrophic failure. This allows your opponent to use a reaction to attempt the same CM on you. This works in or out of grappling.

Trips and Tackles

On a successful combat maneuver, you may trip or tackle your opponent. A successful trip takes your opponent to the ground. He doesn't sustain damage but is considered prone. When tackling, you both go to the ground in a prone grapple.

Pushing or Moving

You can attempt to push, shove, or move an opponent. To do this, you will roll your opposed Athletics check, as usual. The GM will determine the effect of the push, though, as a general rule, simple pushes or shoves will displace your opponent five feet. A full-on rush with some space to run up to your opponent, will likely push your opponent back 1 foot for every point over the DC (min 5 feet). If the result of a push or rush is deadly or catastrophic in nature, the GM may also grant the target a saving throw to avoid instant debilitation.

Grappling

A grapple is a type of Combat Maneuver where you grab your opponent and attempt to physically dominate them. When grappling, all opponents have the grappled condition. You may then work the grapple to secure a better position over your opponent, putting them in the dominated condition. Dominated opponents can later be put into a submission of some sort, making them restrained. All actions performed when in a grapple require a grapple check, which functions like any other combat maneuver.

The Grappling Process

Grappling Levels

LevelNameMovementAttacksDefenseDex SavesMagic
0FreeNormalNormalNormalNormalNormal
1GrappledLimitedNormalNormalNormalConcentration Check
2DominatedNoneDisadv.Adv. againstDisadv.Concentration Check
3RestrainedNoneNoneHelplessFailedConcentration (V only)

Grappled - All grappled creatures have a movement of 0, though grappled opponents can move at half speed by making a grapple check (see below). Grappled creatures also require a concentration check (DC 15 + spell level) to cast magic.

Dominated - In addition to grappled effects, dominated creatures can no longer move or throw their opponents. They attack at disadvantage and are attacked at advantage. All dexterity saves are also made at disadvantage.

Restrained - Restrained opponents cannot take most physical actions. They auto-fail dex saves and checks, and they are considered helpless in combat. Restrained creatures are limited to spells with only verbal components. When you are restraining an opponent, you cannot take any other actions that require your limbs, including defending yourself against attacks, making dexterity saves, or moving. If you take any such actions, your opponent may make a grapple check on their turn to attempt to free themselves from your restraint and return to a dominated condition.

Actions while Grappling

When grappling (grappled or dominated) you may attempt to adjust your grappling level, as described above. You may also take the following actions.

ActionsWhile GrappledWhile DominatedWhile Restrained
AttackXX
MoveX
SpellcastingXXX*
ThrowX
Use an ItemXX
When your opponent is at least dominated
Joint ManipulationX
ReleaseX
* Verbal components only

Attack (standard action): Can be done with VL or L weapons, natural weapons, or unarmed attacks. When your opponent is dominated, everyone attacks them at advantage, and they attack everyone else at disadvantage. You cannot take the full attack action when grappling.

Move your opponent (move action): When grappled, your normal movement drops to 0 and you cannot move unless you make a grapple check. As long as you are not dominated, you can make this check, attempting to move your opponent up to half your movement rate. You may choose to move with your opponent, always remaining adjacent, but do not have to. If you do not move, you simply reposition them while you remain in place. Repositioning your opponent to the opposite side of you takes 10 feet of your movement.

Spellcasting (casting time): When in a grapple, you may cast spells, but you must make a concentration check (DC 15 + spell level). While restrained, you can only cast spells with a Verbal component.

Throw (standard action): If you have Unarmed Combat proficiency, you may attempt to throw a grappled opponent with a grapple check. This deals your normal unarmed damage, and your opponent is prone afterwards. You may choose to maintain the grapple and go prone with your opponent or release the grapple and remain standing.

Using an Item (standard action): You may use items while grappling if they are easily reachable, retrievable, and usable with one-hand.

Joint Manipulation (standard action): If you have Unarmed Combat proficiency and your opponent is at least dominated (level 2), you may attempt to torque your opponent’s limbs in such a way as to sprain or dislocate the joints. To do so, make a standard grapple check. If successful, you inflict 1d4 points of strength and dexterity damage. This can only be attempted once per opponent, and your opponent must have discernable limbs to make this work.

Release (free action): When dominating an opponent, you may release the grapple, freeing both of you from it. This automatically succeeds without needing a grapple check.

Special Grappling Rules

Size Difference

When grappling, size disparity makes a difference. You gain advantage on rolls if you are larger than your opponent and disadvantage if you are shorter. If you are more than one size category larger, you automatically dominate your opponent when you initiate a grapple.

Prone Grappling

Grappling on the ground functions like standing grappling with some variations. Movement is limited to repositioning your opponent to another adjacent square, and throws are not possible from the ground. All other rules related to the prone condition also apply (no attacks of opportunity and disadvantage on all attacks).

Multiple Opponents

Multiple opponents may grapple at the same time. Use the following guidelines.

Extra Limbs

Creatures that have extra limbs have an edge in grappling. When forming a grapple, you automatically dominate an opponent when you initiate a grapple. Your opponents also roll at disadvantage when attempting to escape from your domination. With extra arms, you may also use two hands to use items.