Pro Wrestling (5e Feat)

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Pro Wrestling

Prerequisites: Str 13, trained in althletics, Grappler feat
Punching, Kicking, Grappling, Chopping, and Throwing your opponents for a living. You are a Pro Wrestler and will turn every fight into a show. You learn three Wrestling Moves from the list found below.

Certain moves will require a Wrestling contest, which is a Strength (Athletics), contested by the target's option of either Strength (Athletics) or Dexterity (Acrobatics). Upon reaching a character level of 6,

You can select this feat multiple times. Each time you do so, you gain two more Wrestling Moves of your choice:

Suplex. While grappling a creature, you can attempt to lift them and slam them on the ground in an arc motion. Make a Wrestling contest against the target. If you win, the creature takes your unarmed strike damage and is knocked prone in an empty space within 5 feet of you.

Dropkick. You leap up and deliver a full bodyweight flying kick with both feet. Make an attack roll against a target within your long jump distance. You jump towards it (doesn't count against your maximum movement) and, on a hit, you push the target 10 feet back and knock him prone. Hit or miss, you fall prone within 5 feet of your target.

Sleeper Hold. While grappling your opponent, you can attempt to strangle him by putting him on a sleeper hold. Make a Wrestling contest against the target. On a success, the target starts choking.

Boston Crab. You place your target into a submission hold where you grab his legs and wrench them back towards their head while lying face down. Make a wrestling contest against a target that is both grappled by you and prone. On a success, the target take damage equal to your unarmed strike and is now also restrained. The target remains restrained, and can use an Action in each turn to make another Wrestling contest, returning to grappled on a success. Each turn the target start in a boston crab, it takes damage equal to your unarmed strike.

Piledriver. As a follow up strike that hunches your opponent forward you can attempt to lift and drop them directly on their head with both your combined weight. When you succeed in a grapple attempt against a creature you have hit with an unarmed strike on this turn, you can use a bonus action to make a Wrestling contest. If you win, you and the target are knocked prone, and the target takes damage equal to twice your unarmed strike damage.

No Selling. You can ignore damage, intimidating your targets. When you are hit by an attack made by a humanoid within 5 feet, make a Wisdom saving throw against a DC equal to the damage of that attack, as a reaction. On a success, you can make a Charisma (Intimidation) check, contested by the attacker's Wisdom (Insight). If you win, 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 the next 24 hours.

Hulk Up. You can brace yourself to endure your opponents attacks. When you are hit by an attack made by a humanoid within 5 feet, make a Wisdom 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 + Constitution or Wisdom modifier (whichever is higher) until the end of your next turn.

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