Pro Wrestler (5e Feat)

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Pro Wrestler

Prerequisites: Strength or Constitution 13 or higher, Proficiency with Athletics, Must have an unarmed strike damage die of d4 or higher
Punching, Kicking, Grappling, Chopping, and Throw opponents around as a job belongs to the likes of Pro Wrestlers and you are one of them. With the talent and skills to turn any blood brawl into an all-time classic show.

You have learned three Wrestling Moves from the list found below.

Certain moves may require a Wrestling Contest which is a Strength (Athletics) contested by the creature's option of either Strength (Athletics) or Dexterity (Acrobatics). If a move requires a Special Attack Roll; you make an attack roll using the same modifiers for an unarmed strike for Special Attack Rolls.

You can select this feat multiple times. Each time you do so, you gain two more Wrestling Moves of your choice. Additionally, certain moves require you to have selected this Feat a certain amount of times for a chance to acquire it. Finally, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can change all of your Wrestling Moves:

  • Dropkick. Leaping upwards, you deliver a powerful kick using both of your feet and all of your bodyweight behind it. You may forgo an unarmed strike to make a special attack roll against a creature who is within the distance of your long jump, you will jump towards it (This movement does not count against your maximum movement) as apart of the special attack roll. On a successful hit, you deal bludgeoning damage equal to your unarmed strike damage die and you push the creature back 10 feet in which at the end of this forced movement, they are knocked prone. Regardless if it was a hit or miss, you fall prone within 5 feet of your creature.
  • Jabs. Readying one of your hands, you can unleash a flurry of weak jabs against a creature. You may forgo an unarmed strike to make a special attack roll against a creature who is within your reach. On a successful hit, you deal bludgeoning damage equal to your unarmed strike damage die and may roll a d6. On a result of 3, 4, 5 and 6, you can make another special attack roll as a part of the same action which inflicts bludgeoning damage equal to your unarmed strike damage die and may roll another d6. On a result of a 5 or 6, you can make a final special attack roll as a part of the same action with advantage which inflicts bludgeoning damage equal to your unarmed strike damage die + your Strength modifier. You can perform Jabs only once per round.
  • DDT. While you are grappling a creature, you can wrap your arms around its head before swinging backwards in an attempt to spike its head into the ground. You may forgo an unarmed strike to make a Wrestling contest against the creature. On a success, the creature takes bludgeoning damage equal to your unarmed strike damage die + twice your Strength modifier and is knocked prone. On a success, you also fall prone within 5 feet of your creature.
  • Body Slam. While you are grappling a creature, you may lift up the creature only to smash it onto its back. You may forgo an unarmed strike to make a Wrestling contest against the creature. On a success, On a success, the creature takes bludgeoning damage equal to twice your unarmed strike damage die + your Strength modifier and is knocked prone in an empty space within 5 feet of you.
  • Lariat. Readying one of your arms, you violently smash it into the chest of a creature in an attempt to knock them over. You may forgo an unarmed strike to make a special attack roll against a creature who is within your reach. On a successful hit, you deal bludgeoning damage equal to your twice unarmed strike damage die and the creature must succeed on a Strength check against your attack roll. On a failure, the creature will also be knocked prone.
  • Body Press. Recklessly whenever you are falling or you have jumped off something, you can attempt to crush an opponent beneath you. You may forgo an unarmed strike to make a special attack roll against a creature who is prone and either within a distance of your long jump or you are at least 10ft above them. You will either jump towards it (This movement does not count against your maximum movement) as apart of the special attack roll or jump from the elevated position as apart of the special attack roll. Regardless of how you trigger this 'Wrestling Move, you will end up prone in an empty space within 5 feet of the creature. On a successful hit, the creature takes bludgeoning damage equal to your twice unarmed strike damage die + your level. On a miss, you instead take the damage that Body Press inflicts rather than the creature of your attack alongside any damage you would take if the height you jumped from would cause you to take falling damage.
  • Sleeping Hold (Have Selected This Feat A Second Time). While you are grappling a creature, you can attempt to violently strangle them with a hold intended to put them to sleep. You may forgo an unarmed strike to make a Wrestling contest against the creature. On a success, the creature starts Suffocating. As an action, you can squeeze the life of the creature who takes bludgeoning damage equal to your Strength modifier whilst you have a creature in the Sleeper Hold. You cannot make any unarmed strikes or grapples as this hold requires the use of both hands to perform. A creature must use its action to escape this hold causing you to make a Wrestling Contest in which if you are successful, it remains in the hold but if you fail, they escape it. Finally, you can end the Sleeping Hold at any time.
  • Boston Crab (Have Selected This Feat A Second Time). While you are grappling a creature that is prone, you can contort their legs and wrench them back whilst sitting on their lower back. You may forgo an unarmed strike to make a Wrestling contest against the creature. On a success, the creature takes bludgeoning damage equal to your unarmed strike die + your Strength modifier and is also restrained. Each turn that the creature starts in the Boston Crab hold, they take bludgeoning damage equal to your Strength modifier alongside remaining prone whilst being grappled and restrained by you. You cannot make any unarmed strikes or grapples as this hold requires the use of both hands to perform. A creature must use its action to escape this hold causing you to make a Wrestling Contest in which if you are successful, it remains in the hold but if you fail, they escape it. Finally, you can end the Boston Crab at any time.
  • Suplex (Have Selected This Feat A Second Time). While you are grappling a creature, you can attempt to lift them up before slamming them into the ground behind with an arcing motion. You may forgo an unarmed strike to make a Wrestling contest against the creature. On a success, the creature takes bludgeoning damage equal to twice your unarmed strike damage die + twice your Strength modifier and is knocked prone in an empty space within 5 feet of you. You can also use a bonus action to attempt another suplex as you make a Wrestling contest against the creature however this is made with disadvantage unless your Strength Score is 20 or higher. On a successful, this suplex forces the creature to take bludgeoning damage equal to your unarmed strike damage die + your Strength modifier and is knocked prone in an empty space within 5 feet of you yet a different space from the one it was first slammed into.
  • Hulk Up (Have Selected This Feat A Second Time). You can rile yourself upon you endure your opponent's attacks. When you are hit by an attack made by a creature within 5 feet of you, you can make a Constitution saving throw against a DC equal to the damage of that attack as a reaction. On a success, you gain temporary hit points equal to your character level + your Constitution or Wisdom modifier (whichever is higher) and have advantage on unarmed strikes and Wrestling contests against that creature until the end of your next turn. You can only gain temporary hit points from this feature a number of times equal to half of your proficiency bonus, rounded down. You regain these opportunities when you finish a long rest.
  • Piledriver (Have Selected This Feat A Third Time). While you are grappling a creature after you attacked them, you may lift them before dropping them directly on their head with force. If you make a successful unarmed strike against a creature you are grappling with, you can use your bonus action to make a Wrestling contest against the creature. On a success, you and the target are knocked prone whilst the target takes bludgeoning damage equal to thrice your unarmed strike damage die + your thric Strength modifier. If the creature rolled a 1 on the d20 for their check to contest your Wrestling contest, they are also stunned until the end of your next turn.
  • No Selling (Have Selected This Feat A Third Time). You can choose to ignore the damage of an attack, intimidating your opponent. When you are hit by an attack made by a creature within 5 feet of you, you can make a Constitution saving throw against a DC equal to the damage of that attack as a reaction. On a success, you reduce the damage by three times your Constitution modifier and make a Constitution (Intimidation) check contested by the attacker's Wisdom (Insight). If your check was successful, the target is frightened by you until the end of your next turn. A creature who wins this contest is immune to this feature for 1 minute.
  • Diving Elbow (Have Selected This Feat A Third Time). Making the use of gravity and sharpness of your own elbow, you can drive an elbow into your opponent after a death-defying leap of faith. You may forgo an unarmed strike to make a special attack roll against a creature who is prone and you are at least 10ft above them. You jump from the elevated position towards the creature as apart of the special attack roll, ending up prone in an empty space within 5 feet of the creature. On a successful hit, the creature takes bludgeoning damage equal to your thrice unarmed strike damage die + your level. On a miss, you instead take the damage that Diving Elbow inflicts rather than the creature you are taking alongside any damage you would take if the height you jumped from would cause you to take falling damage.

When you reach 6th level, all of your Wrestling Moves are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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