Wrestler, Variant (5e Class)

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The Wrestler[edit]

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El Zombo - Top Rope Elbow Drop by Anjinanhut

Creating a Wrestler[edit]

The wrestler is a charismatic melee fighter who uses his own body as his weapon of choice, executing feats of incredible power and athleticism to wow the crowds that gather to watch his exploits. Shunning the use of most weapons, they are adept with using improvised weapons from their environments...but those are seldom needed by an experienced Wrestler. Often gifted with exceptional strength, speed, and stamina, Wrestlers are capable of dealing out considerable amounts of damage while absorbing just as much, with tactics that tend to revolve around controlling the battlefield. Though notably less suited to fight very large enemies, they are still able to hold their own fairly well if they're smart about it--but clearing out similarly-sized foes is their specialty. They typically enjoy the limelight, thriving on celebrity and creating a real spectacle for their fans--but others prefer to wrestle under a mask or costume as an alter ego, keeping their real identity a relative secret.

Class Features

As a Wrestler you gain the following class features.

Hit Points

Hit Dice: 1d12 per Wrestler level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Wrestler level after 1st

Proficiencies

Armor: Light, Title Belts
Weapons: Simple Weapons, Improvised Weapons (tables, chairs, etc.)
Tools: Disguise Kit
Saving Throws: Charisma, Constitution
Skills: Choose 3 from: Acrobatics, Athletics, Deception, Intimidation, Perception, Performance, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a Disguise Kit with your wrestling outfit
  • (a) an Entertainer's Pack, or or (b) a Dungeoneer's Pack

Table: The Wrestler

Level Proficiency
Bonus
Features Stamina Points Unarmed Strike Damage
1st +2 Unique Training, Unarmored Defense -- 1d4
2nd +2 Number One Contender, Star Status 2+Con 1d4
3rd +2 (Style Choices) 3+Con 1d4
4th +2 Ability Score Improvement 4+Con 1d4
5th +3 Work the Show, Sell the Show, Title Belt (1) 5+Con 1d6
6th +3 (Style Choices), Pro Status 6+Con 1d6
7th +3 Feud 7+Con 1d6
8th +3 Ability Score Improvement 8+Con 1d6
9th +4 Comeback 9+Con 1d6
10th +4 (Style Choices), Title Belt (2) 10+Con 1d6
11th +4 Ring-Bound 11+Con 1d8
12th +4 Ability Score Improvement 12+Con 1d8
13th +5 Pump Up, Tap Out 13+Con 1d8
14th +5 (Style Choices) 14+Con 1d8
15th +5 Rematch, Title Belt (3) 15+Con 1d8
16th +5 Ability Score Improvement 16+Con 1d8
17th +6 Showstopper 17+Con 1d10
18th +6 Caged Animal 18+Con 1d10
19th +6 Ability Score Improvement 19+Con 1d10
20th +6 Undisputed Champion 20+Con 1d10

Wrestler Features[edit]

As a wrestler, you gain the following class features.

Unique Training[edit]

With your rigorous training, your base Unarmed Strike damage increases from 1d4 to d10 (scaling with level as shown on the class chart). As a Bonus Action, after grappling, you can attempt to Pin your target. If conscious, a Pinned target must roll 3 Strength checks against you (with disadvantage if following a successful Finisher). If the target fails, you regain up to half your total Stamina points or TEMP HP equal to your level + Charisma modifier. A creature's ally may use their reaction to move their full movement to intercept you, which you automatically fail and take 1d4 bludgeoning damage. If the target is unconscious, but not dead, you automatically succeed, unless intercepted. You can pin a target as many times as you like, but you cannot gain bonuses from succeeding it if you have already done so once with a target, unless all previous failed attempts were from interceptions.

Alongside this, in your training you've learned about KayFabe; the secret language of those in the art of Wrestling. It takes three times longer to convey such a message than it does to speak the same idea plainly, and two times longer when spoken aggressively and antagonizingly. However, KayFabe has no secret signs or symbols, so it's only usable for conversation.

Unarmored Defense[edit]

While not wearing armor (besides Title Belt), your AC is 10 + your Charisma modifier + your Constitution modifier, as you seem to draw strength from the thrill of the crowd and the support of your fans.

Number One Contender[edit]

At 2nd level you gain access to basic wrestling maneuvers when you are not wielding a weapon. In Addition, using your action attempting to Grapple, Strike, or Wrestling Maneuver allows you to use your Action or Bonus Action to attempt another Strike, grapple, or Wrestling Maneuver, but not the same action as the first.

  • Strike Damage = [unarmed strike damage] + [ Strength or Dexterity modifier]
  • Maneuver Damage= [unarmed strike damage] + [ Strength modifier]
  • High Risk Damage= [unarmed strike damage] + [ Dexterity modifier] + [fall height damage]


  • "Tick" A "Tick" is the term for the continued, sustained damage over time of Submission maneuvers. You can use your Action to continue dealing with the Submissions' damage without having to roll an Attack roll or Grapple check. You can keep doing so until either you release the hold, your opponent breaks the hold (Breaking Free), or your opponent "taps" after you gain the "Tap Out" feature.
  • "Breaking Free" your opponents can attempt to break free of your Grapples and Submission Holds on their turn by rolling a contested Grapple Ability check against you--if your opponent's roll is higher, they break free. If their roll is lower than yours, however, the Grapple or Submission Hold remains. Equal rolls reroll.


Wrestling Damage:

[Maneuver] damages are calculated by [dice damage] + [ability modifier ( Strength or Dexterity)] and are written simply as [dice damage].

[Strike] means roll an unarmed strike damage roll based on the chart on a hit to determine damage.

Stamina: You also gain the usage of Stamina Points, which are your class resource to use your Wrestling Maneuvers, and your Stamina Points are equal to your wrestler Level + Constitution. Stamina is only consumed on a hit. You regain all spent Stamina Points after you finish a short or long rest.

Saving Throws: The saving throw DC for a Base move is 8 + Constitution Modifier + Proficiency Bonus. The DC for a Signature move is increased by 2, and the DC for a Finisher is increased by 4.

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Mike Haggar piledriving a shark
  • Lifting Techniques- can only be performed while grappling opponent unless otherwise specified.
    • Body Slam - 1 Stam, [2d6, Maneuver] You lift your opponent up and throw it down hard onto any adjacent square. The target must succeed a Constitution save or fall prone—if thrown onto another creature, both take damage and must roll saving throws.
    • Pile Driver – 1 Stam, [2d6, Maneuver] Hold your opponent upside down and drop down hard to the floor, right on their head. The target must succeed a Constitution save or be stunned for one round
    • Whip – 0 Stam, [no damage] send target running maximum movement in the desired direction. Target only takes opportunity attacks at the start of the run. This DOES use up half of their total movement on their turn.
    • DDT – 0 Stam, [1d6, Maneuver] Wrap your arm around your opponent's head and drop their face into the ground. Target is laid out prone, you maintain grapple
    • Arm Drag - 0 Stam, [1d6, Maneuver] Hook your arm underneath their arm and throw them forward. The target must make a Dexterity save or remain prone.
  • Ground Strikes – performed on a prone opponent, no grapple required.
    • Stomp – 0 Stam, [strike] if the targeted body part has been damaged by a Submission during the encounter, you can re-trigger the Submission's effect for half the rounds it originally lasted for. (ie. if you Stomp the knee of an opponent who you previously locked into a Figure Four, you re-trigger the "halved movement" penalty for the following round.)
    • Mounted Punches – 1 Stam [strike per hit] roll a d6, and you may attempt to make that many Unarmed Strikes directly to the opponent's face--Attack rolls required for each.
    • Elbow Drop – 0 Stam, [strike] classic elbow drop, the target can be automatically Pinned afterward.
  • Submission Holds– Grapple required, and performed only on prone opponents unless otherwise stated. Primarily used to immobilize and cause damage to bodyparts.
    • Choke – 0 Stam, [strike per tick] if successful, target is Silenced for as many rounds as successful ticks following damage.
    • Figure Four – 0 Stam, [strike per tick] for each successful tick, Restrains opponent for the duration and halves their movement for as many rounds as successful ticks following and during damage.
    • Armbar – 0 Stam, [strike per tick] for each successful tick, Restrains opponent for the duration and halves their damage as many rounds as successful ticks following and during damage.
    • Crossface – 0 Stam, [strike per tick] if successful, Restrains the opponent and target is blinded for as many rounds as successful ticks following and during damage.
    • Sleeper Hold – 1 Stam, [strike per tick] if successful, target becomes incapacitated for as many rounds as successful ticks following damage. A creature that is conscious can attempt to break out at the end of its turn, which nullifies all rounds that they would be incapacitated.
    • Rope Hold – 1 Stam, [strike per tick] (OPTIONAL Submission Hold) Using at least 25 feet of a strong rope, you hold down a creature the DM deems to big/unavailable for you to grapple normally. Restricts movement to a quarter of their base movement speed, restricts flight, and cannot go more than 15 feet away from you. They can pull you with them by succeeding a Strength DC Check, or break out using normal rules to break out of grapples. Can be used on standing opponents.
  • Charge Attacks – must be performed after moving a minimum of 10 feet toward the opponent. No grapple required.
    • Clothesline – 0 Stam, [1d6, Strike ] target is laid out prone.
    • Dropkick – 0 Stam, [1d6, Strike ] you land prone, but the target is knocked back up to 10 feet. If they collide with other creatures, those creatures also take the damage.
  • High Risk – leaping attacks, high damage but 50% chance of “Botching” if the attack misses. Botched Maneuvers result in the Wrestler taking raw damage with no DEX or proficiency bonus, and falls prone. No grapple required. Roll a 1d4 if missed, lower numbers causing a botched Maneuver.
    • Flying Clothesline (HR)– 0 Stam, [2d6, High Risk ] The target is knocked prone.
    • Frog Splash (HR)– 0 Stam, [4d6, High Risk] Only usable against a prone opponent.
  • Unsportsmanlike Conduct – dirty fighting usable from any position, the target must target you on next turn. No grapple required.
    • Cheap Shot – 1 Stam, [1d6, Strike] Wrestler uses his Reaction to sucker punch an attacking opponent, causing damage and forcing the target to reroll the attack with Disadvantage. If used outside of combat, gain advantage on attack roll, and if it hits it will do critical damage.
    • Eye Poke – 1 Stam, [1d6, Strike] target is Blinded for 1 round. Creatures without eyes just take damage.
    • Low Blow – 1 Stam, [2d6, Strike] direct hit to the groin, the target is Stunned for 1 round if male. If the target is female, undead, construct, or non-sentient, the target takes half damage and is not Stunned.
    • Interference – 1 Stam, [1d6, Strike] use your Reaction to slam your body into an adjacent opponent that is targeting another creature for an attack or spell, forcing them to reroll the attack with Disadvantage. Regardless of the outcome, that opponent targets you with their next attack.
  • Double Team– if you choose to attack a target that is concentrating on an ally of yours, your ally can choose to use their reaction to assist you in a maneuver. They must roll the proper die, with their own stats, for whatever technique you use—the number they roll is added to your damage total for that maneuver.

Star Status[edit]

At 2nd level, you begin to shape a persona when in your Wrestling attire, and your persona may or may not have a different alignment from your actual Alignment. This persona can be taken as small as a simple attitude change to an entirely new person. You gain benefits depending on your persona’s Alignment, but can only change Alignment at the end of a long rest. You also can choose to forgo any alignment benefits, but this can only be done at the end of a long rest.

  • FACE(LG,LN,NG,CG) characters are loved by the general public, whether seen as underdogs or righteous dominators, and are often given extras and bonuses wherever they go. Whether it's stuff, information, or attention, people seem to go out of their way to help, and the FACE gains proficiency with Persuasion (if already proficient, gains expertise). However, using Unsportsmanlike Conduct is a no-no, and now drains 2 Stam with each use.
  • HEEL(CE,CN,NE,LE) characters, on the other hand, are hated and feared, but respected. While most understand it is just a villainous persona, many do not, which can always be used to your advantage. HEEL characters gain additional proficiency with Intimidation (if already proficient, gains expertise), and Unsportsmanlike Conduct no longer has a Stam cost.
  • If your character is True Neutral, you may choose which you are.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Work the Show[edit]

If there's anything that Wrestling is about, it's about a good show, and you know uneven fights aren't fun to watch. Beginning at 5th Level, when you succeed on a check to escape a grapple, you can reverse the grapple and grapple the target instead. Alternatively, you can use this feature to become grappled by a creature that escapes your grapple, and regain 1 stamina point. You can use this feature a number of times equal to half your Wrestler level, rounded down, before requiring a short or long rest.

Sell the Show[edit]

Like any other pro wrestler, you know how to sell a hit more than usual. Beginning at 5th level, When you are hit by an attack, you can sell their hit. When you sell their hit, you take half damage, and must choose to either be knocked prone, or be knocked 5 feet away in a direction of the creature's choice. Alternatively, you can choose to take full damage when you use this feature, and regain 1 Stamina point. You can only use this feature a number of times equal to your Wrestler level before requiring a short or long rest.

Title Belt[edit]

At 5th Level, the wrestler can procure their first Title Belt. The Title Belt is a Wrestler-Specific item, but anyone can wear it. The Title Belt is procured by forging it with blacksmith and leatherworking tools, requiring a leather belt and 5 LBS of a chosen metal, and 24 hours of work. A Wrestler knows of four Title Belts; Heavyweight Championship (+2 Strength), Cruiserweight Championship (+2 Dexterity), Hardcore Championship (+2 Constitution), and Tag Team Championship (+2 Charisma). Wearing these Title Belts will also raise your Ability Score Maximums by 2 for a maximum of 22. At 10th level, and again at 15th level, you can procure and carry an additional legitimate Title Belt, and the AC bonus of your Title Belts increases by 1. Only one Title Belt can be worn at a time.

  • Only a Title Belt made with a Wrestler involved in making or requesting it counts as a real belt, due to the spirit of the art having to be involved. A “Fake” Title belt provides no ability score improvement. Anyone who is not proficient with Title Belts does not gain any ability score increases. However, a Wrestler gains +1 AC while wearing the "fake" belt, which does not interfere with “Unarmored Defense” or natural Ability Score maximums.
  • A wrestler may decide to make an additional Tag Team Championship belt and give it to their Tag Team partner. Whether this person is a wrestler or not, they gain the +2 Charisma and +1 AC. This limits who the wrestler can use the Double Team maneuver with, but their partner's damage is doubled.

Pro Status[edit]

At 6th Level, your wrestling experience has been heightened. Your Unarmed Strikes and Wrestling Maneuvers are now magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Feud[edit]

At 7th Level, you can mark an enemy for your wrath as a bonus action. Until the target is reduced to 0 HP, you may add your Charisma modifier to your attack and damage rolls. You must finish a short or long rest to use this feature again.

Comeback[edit]

Upon reaching 9th Level, the wrestler is able to muster his power and turn the tides of battle when combat is at its bleakest. After you take damage and are below ½ of your maximum HP, you can tap into a sudden surge of adrenaline that restores HP equal to 1d10 + your Wrestler Level, and on your next turn, you can take one additional Action and Bonus Action until you drop below half HP again. You must finish a short or long rest before using this feature again.

Ring-Bound[edit]

At 11th level, the Wrestler is truly at home in the ring. When the Wrestler is in a ring of any kind, whether it be man-made or in the natural world (A ring is defined by having ropes and/or walls and a minimum of four corners or a circle. Vines, webs, stone slabs, and the like can count as well if placed around a locked-in area, arenas, and pit fighting areas do work as rings), their power heavily increases. The bonuses only apply when in the ring and fade away one minute after leaving the ring.

  • Any and all magical or nonmagical means that would restrict, or prevent you from taking actions, bonus actions, or reactions, have a higher chance of failing. If you have to roll a saving throw against such an effect, you gain a +3 bonus to the roll, and if a hostile creature makes an attack roll or ability check to attempt to impose such an effect upon you, they take a -3 penalty to the roll.
  • For each PC, NPC ally, and bonded NPC outside the ring cheering for you, you gain a number of temporary hit points equal to your Charisma modifier that are cumulative with one another when you roll initiative. The maximum for these temporary hit points has a maximum of 50.

In addition, you have further expertise in fighting but most importantly grappling.

  • Whenever you attempt to grapple a creature, you may decide if it makes either an Athletics or Acrobatics check.
  • You gain advantage on attack rolls against a creature you are grappling.
  • After a successful maneuver excluding Submission Holds, you can perform a Pin as a part of the same action only once per turn.
  • If you have either Grappled or Shoved a creature, you may perform a Grapple if they had been shoved or a Shove if they had been grappled. This will move you as well without provoking attacks of opportunity however it will still require movement to perform.

Pump Up[edit]

After reaching 13th Level, you have learned to live by the motto: “No Pain, No Gain.” You can use your Action to pump up yourself up alongside the crowd. Until the beginning of your next turn, the damage you take is halved, and granting temporary hit points to any allies within 30ft of you TEMP HP equal to half of your Wrestler level. At the beginning of your turn, you can choose to take another action to pump yourself up. If you don't, pump up ends and you must finish a short or long rest before using this feature again.

Tap Out[edit]

By 13th Level, you have become a master of submissions. After maintaining a Submission Hold for 5 consecutive ticks, you knock out the enemy. They will remain Unconscious until they are healed, cured of status ailments, or until 1 hour has passed.

Rematch[edit]

Having reached 15th Level, you have faced many, many different opponents—and you have learned their strengths and weaknesses.

Choose up to 3 types of favored enemies: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies, to a maximum of 6 humanoid races.

You gain advantage on Athletics and Acrobatics checks against Favored enemies and you cannot have disadvantage on those against them as well. You also have advantage on any Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Showstopper[edit]

At 17th Level, you are known to put on quite the incredible show for spectators, keeping the crowds coming day after day. However, when things get tough, you have learned that nothing stops the show like a spectacular grand finale. Spend all your remaining Stamina (minimum of 4) to make one epic, finale Finisher. For each Stamina Point, add an additional [d6] to the Finisher's total. The result is an unmatched display of power, artistry, and showmanship that inspires all who witness it. All allies within visual range gain Inspiration. However, Showstopper takes a toll on you, leaving you stunned for 5 rounds unless immediately followed by a pin, which you are stunned the same way after the pin either succeeds or fails. You must finish a long rest before using this feature again.

Caged Animal[edit]

By 18th Level, your raw power and tenacity have made you into a true beast on the battlefield. For every enemy you personally reduce to 0 HP, you temporarily gain +2 to your primary damage stat (Strength or Dexterity). This effect lasts for one minute after the last enemy falls.

Undisputed Champion[edit]

Upon reaching 20th Level, there is no question: you are the greatest champion ever to walk this earth. You gain the title “Undisputed Champion”, and are renowned across the land as a true legend. Rather than having to choose between your title belts, you are able to get a single, glorious, “Undisputed Championship Belt” that gives you the stat benefits of all 4 title belts at once and carries an AC bonus of +4. To make the belt is the same requirements as any other Title belt.

Style Choices[edit]

Upon reaching 3rd Level, you must choose what type of Wrestler you want to become—a High Flyer, who wows the crowds with daring acrobatics and deadly high risk techniques? Or a Grand Slammer, who awes his fans with his inhuman strength and crushing slams? Signature Techniques (3 Stam, only usable after a successful attack) are unlocked at 9th level, and Finishers (4 Stam, only usable after a successful attack or maneuver, and only on targets below ½ HP) are unlocked at 13th Level.

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by Carnet de Nesskain

The Grand Slammer[edit]

The “heavy hitter”. The “powerhouse”. The “wrecking ball”. These are just a few of the nicknames you've garnered –and you've earned every last one. You are all that is man—a titan defined by your incredible physical power, leaving spectators awestruck with feats of seemingly inhuman strength. Some foes may laugh at your lack of weapons at first...but they are quick to learn that your hands are far deadlier than anything you might carry. You are unnaturally strong, and gain Advantage on all Constitution, Strength and Athletics Checks. You can grapple, shove, and lift creatures one size larger than yourself as if they were your size, your carrying capacity, and the weight you can push, drag, or carry is doubled and you have access to the Strength-based Power Maneuvers.

  • Lifting Techniques
    • Gorilla Press – 1 Stam [2d6, Maneuver] bench press your opponent over your head and make 3 Strength checks against your opponent. You accumulate 6 TEMP HP and gain 2 for every success whilst losing 3 accumulated TEMP HP for every failure. Upon finishing, you can drop your opponent prone onto any adjacent square. If all 3 Strength checks were successful, you can heave the opponent up to 15 feet and add an extra [1d6] to the damage.
    • Powerbomb – 2 Stam [3d6, Maneuver] pull your opponent head-over-heels into the air and slam them back down to earth. Target is knocked prone and must make a Constitution saving throw, or be incapacitated for 2 rounds. They can reattempt their save at the start of their turns.
    • Suplex – 1 Stam [1d6, Maneuver] hoist your opponent vertically over your head and fall with them to the ground, maintaining your grapple. Roll a Strength check against your target—if successful, perform another Suplex. Repeat until you fail the check, to a maximum of 3 Suplexes.
  • Charging Attacks
    • Spear – 2 Stam, [2d6, Strike ] Use your full body weight to slam into the target in a football-style shoulder tackle. The target is laid out prone, and is instantly considered “grappled”.
  • Ground Strikes
    • Double Axehandle – 0 Stam, [1d6, Strike ] using both hands like a sledgehammer, you slam down hard on the back of your opponent's head. The target must succeed a Constitution save or be stunned for 1 round. You can spend 1 point of Stam to perform the strike whilst standing.
    • Open Palm Strike – 0 Stam, [1d4, Strike ] You strike the opponent's head with incredibly fast open-handed strikes. The target must make a Wisdom saving throw or allow another palm strike. You can spend 1 point of Stam to perform the strike whilst standing.
  • Submission Holds
    • Hurricane Toss – 0 Stam, [1d6, Maneuver] Grab targets by the feet, swing them around, and launch them up to 15 feet. If launched into another object, the target takes an additional [1d6] damage—if the object is another creature, both creatures take the full damage.
    • Torture Rack – 1 Stam, [1d6, Strike, per tick] Lay the target across your shoulders and pull down on both sides with all your might, bending them in half like a bow. Can be used while standing.
  • Signature Moves – Unlocked at 8th Level. Only usable after a successful attack or maneuver.
    • Choke Slam (S) – 3 Stam, [6d6, Maneuver] You clamp one hand around your target's throat, lift them off the ground, and slam them back into the dirt as this will knock them prone. The target must roll a Constitution save—if successful, they are silenced for 2 rounds. If failed, their vocal cords are critically damaged by the attack, and they are incapable of speech until healed or cured of status ailments.
    • Back Breaker (S) – 3 Stam, [6d6, Maneuver] In a mighty display of strength, you raise your opponent high above your head before cracking their spine over the top of your knee. The target is knocked prone and must roll a Constitution save—if successful, they are Paralyzed for 1 round. If failed, they are Paralyzed for 2 rounds.
    • Rock Bottom (S) – 3 Stam, [6d6, Maneuver] With amazing power and speed, you slam your arm across an opponent's chest and throw their arm over your shoulder—a split second later, they are lifted off their feet and plowed into the ground flat on their back as they are driven. Afterward, you may expend 1 additional Stam to follow up with a variant of the Elbow Drop called "People's Elbow" which will deal normal damage on hit alongside adding your CHA modifier to the damage total as well.

Finishers– Unlocked at 12th Level. Only usable after a successful attack or maneuver, and if the opponent is at or below ½ HP. Attempting while the target is above half health has a 50% chance to result in a "Botched Maneuver".

    • Jackhammer (F) – 4 Stam, [10d6, Maneuver] With unbelievable power, you hoist your opponent high into the air, holding them vertically for up to five seconds before twisting your body and slamming them back down onto the ground as they are prone. The target will be Stunned for 1 round and automatically Pinned.
    • Tombstone (F) – 4 Stam, [10d6, Maneuver] With terrifying ease, you twist your unsuspecting opponent upside-down, their head held just a few feet off the ground—before dropping heavily to your knees and yanking downward, crushing their neck and smashing their face several inches into the earth which sends them prone as a result. Target is Paralyzed for 1 round and automatically Pinned.
    • Claymore Kick (F) – 4 Stam, (10d6, Strike) You move up to your speed toward a hostile creature that is at least 15 feet away from you, and deliver a double foot jumping dropkick. This attack knocks the target back 20 feet and they must make a Constitution save or be knocked prone. A creature cannot be immune to the prone condition if they have failed this save. You are knocked prone as a result of the attack.
    • RKO (F) - 4 Stam, (10d6, Manuever) With great power and precision you grab the enemy's head and drive it into the ground behind your shoulder as you fall to the ground, knocking them prone afterwards. This Finisher can be performed "Out of Nowhere" by using your reaction to perform this finisher when an adjacent enemy is attacked by a friendly creature. This Finisher can be performed "Out of Nowhere" regardless of whether you are prone or not, but otherwise requires both you and the opponent to be standing. This finisher can only be performed "Out of Nowhere" once and you must finish a long rest before performing it "Out of Nowhere" again.

I'm Calling You Out![edit]

It's amazing what a little flexing and a lot of machismo can do—as a Bonus Action at 6th Level, you can call out an opponent on their pathetic weakness, and force them to focus their attention on you until the end of their next turn. They must make a CHA saving throw against your Basic move DC, or have a disadvantage on attack rolls and ability checks that aren't against you.

Vicegrip[edit]

By 10th Level, your grip is like a clamped bear trap. You can choose to turn a failed grapple check into a success. You can use this twice, and regain expended uses upon finishing a short or long rest. In addition, you can grapple, shove and/or lift creatures up to two sizes larger than yourself. If a creature was shoved by you, they have pushed 10ft backward rather than 5 feet. If a creature starts its turn grappled by you, it will take damage equal to your unarmed strike damage die.

True Champion[edit]

At 14th Level, you're officially hulking out! You can now automatically succeed on ability checks to initiate a grapple on a medium or smaller creature. In addition, as a bonus action, you can push yourself to the limits for a minute, you can now grapple, shove and/or lift creatures up to three sizes larger than you alongside adding your proficiency bonus to the damage rolls of all Lifting-Maneuvers and any Strength-based Signature and Finisher moves you perform. Once you use this feature, you must finish a short or long rest before you can use it again.


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Sin Cara, WWE Raw

The High Flyer[edit]

The word "fear" is not in your vocabulary. You've put your body through hell and back, and you keep coming back for more. Though you may not be a colossus on the battlefield, you've learned how to use momentum to drop even the greatest of foes to their knees--and how to use gravity to crush them into the dirt. Whether springing around your enemies or leaping down upon them from terrifying heights, a High Flyer is always a true spectacle to behold for any fortunate enough to watch. Bumps, bruises, and broken bones are all part of your job description. You've become a natural at the death-defying, heart-stopping maneuvers that keep the fans on the edge of their seats. You gain Advantage on all Dexterity, Constitution, and Acrobatics Checks, you gain an additional 10 feet to your speed alongside a climbing speed and can now add your Proficiency Bonus to the damage rolls of all High Risk Maneuvers. Additionally, you gain access to the following Agility Maneuvers:

  • Lifting Techniques
    • Hip Toss – 1 Stam [2d6, Maneuver] Grab and control your opponent's arm, using their own momentum to flip them over your hip and slam them onto the ground. Target is considered “grappled”, and you immediately put them into an Armbar, getting one Tick of its damage without requiring an action.
    • Wheelbarrow Bulldog - 2 Stam [3d6, Maneuver] An exaggerated move that puts the wrestler in a wheelbarrow body scissors, which they will bounce up off the ground before flinging themselves back down once they have enough momentum, throwing the opponent with their legs, heaving the opponent 5 feet. You have to make 3 Dexterity checks against the opponent. For each success you gain 2 accumulated TEMP HP. After all 3 Dexterity checks are made, you receive however much TEMP HP you've accumulated. If at least one Dexterity check was successful, you can heave the opponent up to 10 feet.
  • Charging Attacks
    • Blockbuster – 0 Stam, [1d6, Strike ] Leap over the opponent's head and hook them by the neck, dropping them to the ground as you come down. The target is Silenced for one round, and considered “grappled”.
    • Flying Headscissors – 1 Stam, [2d6, Maneuver] You wrap your legs around the target's head and use your momentum to spin around their body, creating so much torque that you literally throw them off their feet. Confused by what just happened to them, your opponent has Disadvantage on their next attack.
  • Ground Strikes
    • Lionsault – 0 Stam, [1d6, Strike] Showing your impressive acrobatic skills, you do a standing backflip and splash with your full force down onto the target, automatically pinning them. If you can catapult yourself off of a wall or sturdy object within 10 feet, Lionsault's damage changes to [2d6 + High Risk]
  • Submission Holds
    • Sharpshooter – 1 Stam, [1d6, Strike, per tick] With a stylish spin, you twist the opponent's legs around your own and turn them onto their stomach, before kneeling on their back and wrenching their legs back over their head. The target's movement speed is reduced by 5 feet per Tick—if Sharpshooter Ticks on an opponent at 0 movement speed, the target is unable to stand for the duration of combat unless healed.
  • High Risk Maneuvers
    • Missile Dropkick (HR)– 1 Stam, [3d6, High Risk] you land prone, but the target is knocked back up to 15 feet and must make a Constitution saving throw or be knocked prone. If they collide with other creatures, those creatures take half damage and must also make a Constitution saving throw or be knocked prone.
    • Leg / Knee / Elbow Drop (HR)– 1 Stam, [3d6, High Risk] Leap down with either your leg, knee, or elbow landing on a limb (or face) of your opponent. If the target has suffered damage to the area from a previous Submission Hold during the encounter, the Submission's effect is re-triggered for the following round. If the target has not suffered damage to the area, they must succeed at a Constitution saving throw or suffer from whatever effect a Submission to the area would cause (see "Figure Four", "Armbar", or "Crossface").
    • Moonsault leg drop (HR)- 2 stam [4d6, High Risk] Perform a backflip from above and land feet first onto an opponent. The opponent must make a Constitution save or be incapacitated for 1 round.
  • Signature Moves – Unlocked at 8th Level. Only usable after a successful attack unless otherwise specified.
    • Frankensteiner (S) – 3 Stam, [4d6, Maneuver] You leap up and clamp your legs around your opponent's neck before whipping yourself backward, your momentum throwing the target head-over-heels onto their back. You can choose to either release, flinging the target up to 10 feet and causing equal damage to any creatures he impacts, or to maintain the grapple and land two punches for [strike] damage each.
    • Stunner (S) – 3 Stam [6d6, Maneuver] you kick the target once in the midsection to keel them forward, pull their head against the top of your shoulder, and drop to the ground, crushing their face and rattling their brain. Your opponent must make a Constitution saving throw. If they succeed, they are only Stunned for 1 round. If they fail, they are Stunned for 2 rounds.
    • Laying the Smackdown (S) – 3 Stam, [6d6, Maneuver] As a Reaction, you can use your catlike reflexes to turn an opponent's attack into an opportunity to let 'em smell exactly what you're cookin'. Roll a Dexterity or Acrobatics check against your target—if successful, you avoid their damage entirely, swinging and juking around them before finally pulling them down face-first into a particularly painful DDT. If you fail, you take Quarter damage instead.
  • Finishers – Unlocked at 12th Level. Only usable after a successful attack or maneuver, and only if the opponent is at or below ½ HP. Attempting to use on a target above half health has a 50% chance to result in a “Botched Maneuver”.
    • Sweet Chin Music (F) – 4 Stam, [10d6, Strike] As your opponent recovers, you begin stomping your leg as you charge up a superkick—roll a d6 to determine how many charge-up stomps you get. As your target turns around, you can make a power shuffle up to 10 feet toward them and drive a devastating side kick deep into the target's jaw. For every stomp you managed, add ½ of your Charisma modifier, rounded down, to your total damage.
    • Shooting Star (F, HR) – 4 Stam, [10d6, High Risk] The High Risk Maneuver to end all High Risk Maneuvers, this death-defying stunt is only dared by the most fearless of Wrestlers. Leaping from your perch atop a high object or platform, you throw your head backwards, causing you to flip backward while diving forwards. The added torsion and the flawless technique make this an exceptional impact—upon landing squarely across your target, you automatically Pin them and succeed at your first Three Count roll.

Running Your Mouth[edit]

Upon reaching 6th Level, whatever you may lack in strength, you more than make up for in bravado. As a Bonus Action, you hurl insult after insult at your target, taunting and distracting them to the point of blind rage until the end of their next turn. The target must make a CHA saving throw against your Basic move DC. On a failure, your opponent has Disadvantage on attack rolls and ability checks that aren't against you.

Sticks, Stones, and Broken Bones[edit]

By 10th level you fear nothing, and are accustomed to the pain that often comes with your impressive aerial stunts. You gain immunity to the frightened condition, and you now only take half damage from Botched Maneuvers, rounded down, and no longer land prone. In addition, opponents have disadvantage on ability checks and attack rolls while attempting to knock you prone.

Heartbreak Kid[edit]

Having reached 14th Level, you have earned a reputation as the best kind of heartbreaker, and it is certainly well-deserved. You gain Advantage on all Charisma checks and saves against the opposite sex, and can now acquire “Groupies”, “Fanboys”, and “Fangirls”. Groupies, Fanboys, and Fangirls will act as hired help to perform small tasks or services, requiring only an autograph, or a token of affection or appreciation for payment. Groupies, Fanboys, and Fangirls will rarely, if ever leave their hometowns, but will remain painfully loyal while you are apart.

In addition you can now use: Autographical Pain (F) - 5 Stam, [16d6, High Risk] Your fame is now so awe-inspiring and overpowering that even your opponents want a piece of the action. By using your charm, wit, presence, or whatever it was that made people like/fear you in the first place, you can lure your opponent into asking for an autograph from you. Roll with whatever your highest Charisma based skill is when luring in the opponent. Once they get in range, you drop the act and leap upwards with great force. On your way up, you scissor lock the opponent's head between your legs and take them with you. At the peak of your 15 foot leap, you flip the opponent's legs up into your hands and start falling downwards. The impact as you slam the enemy first into the ground sends light tremors through the earth. Because of the amount of energy required for this attack, you must finish a long rest before using it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Wrestler class, you must meet these prerequisites: Strength 13 or Dexterity 13

Proficiencies. When you multiclass into the Wrestler class, you gain the following proficiencies: Light Armor, Title Belts, Improvised Weapons