Garrot Choke: Can only be used on an incapacitated foe; requires an Action and a Garrot. The creature becomes grappled, restrained, with an escape DC of 20+your athletics modifier. As an action, or a reaction to attempting to escape, you can deal 4d6+strength modifier damage; this counts as a critical hit for the purpose of adding additional damage from attacks or death saving throws. While Choked this way, you can choose to prevent the creature from breathing (and hence talking), and they cannot hold their breath against this.I think that's the precise project here, yeah. The trick is to make good enough that it's situationally useful, without it turning into How can we garrote this creature? as the opening move in every encounter. Keep it realistic 'enough' that it has something like the right feel, but enough crunch that it isn't OP.
Garotter (Feat): As a bonus action after you hit a creature while holding a Garrot in one hand, or as an Action, you can attempt to Grapple a creature your size or smaller with less than 3 times your HD in HP remaining. If you succeed, the creature becomes Garrot Choked despite not being incapacitated. You know when you deal enough damage that you can follow up with the bonus action, but you don't know if attempting this as an Action will succeed.
There, it is now a finishing move. You fight as normal with a weapon, and when the target falls to 60 HP (at level 20) you can swing around and shut the target down.
You can also use it on incapacitated foes. You can even run up to a low level guard, and Garrot them. If they are tougher than you expect it can fail.
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