Way of Glima

Way of Glima

A glimpse. A flash. The prowess of many warriors comes from fine training in martial arts, but your monastic path already granted such feats. By adopting the techniques of Glima, you become a master in controlling your opponents, locking them into close combat and causing pain by twisting arms and legs. You dominate your foes with fast movements, quick defenses and overwhelming strength.


At 3rd level, you gain proficiency in Athletics and you can use your Strength score, instead of your Dexterity score, when calculating Armor Class with the Unarmored Defense feature.

Hand on the Neck

You are an expert close combat. Entering in a lock means ruin for your foes, as your grip on them is painful and hampers their movement.

At 3rd level, you gain the following features:

  • Creatures you are grappling have disadvantage on all attack rolls.
  • When you successfully grapple a creature, or when that creature escapes your grapple, you can spend 1 ki point to deal damage equal to your martial art die + your Strength or Dexterity modifier.

Destructive Throw

Your mastery in holds and grips lets you hurl anything you’re currently holding in your hand.

Starting at 6th level, as an action, you spend 1 ki point to use whatever you have in your hand, not anchored to the ground, as a projectile. The object (or creature) must be Large or smaller. This is an improvised simple thrown weapon with a range of 10/30 ft. that deals damage equal to martial arts die + your Strength or Dexterity modifier on impact. If the hurled object is a creature, it takes the same amount of damage, regardless if that attack hits or miss.

Grip of Iron

Starting at 11th level, if you are about to lose a contested grappling check (that is, any ability check used for entering or escaping grapples and such), you can spend 2 ki points to strengthen your grip. You take bludgeoning damage equal to your level + the difference between your check and your opponent’s check, but you automatically win the check. This damage cannot be prevented by any means, as you deliberately open your guard to ensure your hold on the target.

Flash victory

You effortlessly achieve “victory”, the takedown of your opponent while you are standing up, free of any grip. Starting at 17th level, if you are within reach of an enemy at the start of the round, you can spend 4 ki points to make a grapple attempt with advantage on the roll. This check happens before the normal initiative count and you are still entitled to your normal turn. You can use destructive throw as a bonus action.

Section 15: Copyright Notice

Journey To Ragnarok © Michele Paroli 2018