Barbarian
Base Class: Barbarian

Start of a Homebrew Subclass for a buddy of mine. Sharing it to give him access.

The Arenas

You can summon a cage around you that will impose various terrains and hazards on those inside.

Aspect of the Wrestler

You have learned from your own experiences and by watching your fellow competitors and various animals. Starting from this level,  you have 10 charges to perform your moves with. You gain 1 additional max charge per level after 6th.

You regain 2 chargers for every 1 hour rested.

Anaconda Squeeze

While having someone grappled, you can begin to initiate a choke hold on them. For the duration, the target takes 2d6 bludgeoning damage and can't breath. The target may attempt to break free by rolling a contested strength check on their turn. If the target is still in the choke hold at the end of their turn, they must make a DC 15 constitution save. On a failure, they gain 1 level of exhaustion and lose half their air supply. The Suffocation begins!

Burning Hammer

Can only be performed during a grapple. The creature is placed in a lock and takes 6d10 bludgeoning damage and make a Constitution Saving Throw. On a success, they take half damage and are knocked prone. On a failure, they take full damage and are prone and blinded until the end of their next turn

Power Bomb

When you currently have a creature restrained, you may perform a Power Bomb dealing 5d12 bludgeoning damage. The target is slammed into the ground and must make a Constitution Saving Throw. On a failure, the target becomes prone, takes full damage and is Stunned until the end of their next turn. On a success, the target takes half damage and is prone.

Shooting Star Press

Can be performed when jumping on a creature. Target must make a Dexterity Saving Throw. On a success, nothing happens. On a fail, they are slammed by the weight and force of your body knocking them prone and restrained and they take 6d10 bludgeoning damage.

Suplex

When having a creature grappled, you may perform a Suplex that deals 5d8 damage and must make a Constitution Saving Throw. On a failure, the target suffers from a terrible head pain and loses their composure. They have disadvantage on attack rolls and their movement speed is reduced to half. At the end of their turn, they can make another Constitution Saving Throw. On a success, all negative conditions are removed. 

The Camel Clutch

Hold a grappled enemy by the back putting great force on their head. The enemy is considered restrained and takes 5d6 bludgeoning damage. At the beginning of their turn, the creature rolls a Strength Saving throw to try and break free. If they fail, they remain restrained.

The People's Elbow

Can be performed only when jumping on a creature or moving at least 10ft towards a creature. The creature takes 1d10 minimum piercing damage and the target must make a Dexterity Saving Throw. On a failure, they are also knocked prone. On a success, they are not knocked prone.

Herculean Body

Your muscles become incredibly shiny and hard; almost like metal. The damage from your wrestling maneuver are considered magical for the purposes of overcoming resistances. Additionally, you become 50lbs heavier and can lift things that are 4 times your weight. You can also throw creatures and objects as improvised weapons.

Comeback

If you fall below half health, you can take an additional action on your next turn. You also gain a temporary +2 AC boost while this effect is active. Once used, you can not benefit from this until you take a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/29/2022 9:35:16 PM
10
0
1
Coming Soon
4/29/2022 10:22:16 PM
11
0
v1.5
Coming Soon

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