Bard
Base Class: Bard

Throughout the years, some Bards began to find less excitement in merely singing a tune and wished for something more physically intensive. A select group thus decided to begin searching for inspiration from the most unlikely of places, whether by seeking training from veteran boxers or getting into scraps with back alley thugs. The beatings they took and delivered soon proved pivotal as they began to reframe these fisticuffs into improvised plays to engage the audience in the newly explored field of wrestling. Though many criticize these Bards as being "fake wrestlers", many don't realize that these Bards still have what it takes to go toe to toe with the best.

Bonus Proficiencies

When you join the College of Wrestlers at 3rd Level, you gain Proficiency in Athletics and Acrobatics.

Limber Body

At 3rd Level, you've trained rigorously with a touch of magic to make your body harder to hit without armor. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Natural Entertainment

Your time as a wrestler has taught you a few things about using the momentum of your body. When you reach 3rd Level, your unarmed attacks deal 1d6 bludgeoning damage (using either Strength or Dexterity) and you can grapple as a bonus action. Additionally, you gain unique wrestling techniques that you can implement when you hit a creature with an unarmed attack. The creature in question must be your size or smaller, otherwise, the creature will not be affected.

Suplex: You can expend one of your Bardic Inspiration die to suplex them. Roll your Bardic Inspiration die and add the roll to the damage.
Clothesline: If you move at least 10 feet in a straight line before attacking, you can expend one of your Bardic Inspiration die. The creature you hit must make a Strength Saving throw. On a failed save, the creature is knocked prone.
Dropkick: You can expend one of your Bardic Inspiration die to jump up and kick your opponent. The creature you hit must make a Strength Saving throw. On a failed save, the creature is pushed back 10 feet.

The DC Save for the wrestling techniques is 8 + your Proficiency Bonus + Your Strength or Dexterity Modifier.

Magical Flair

At 6th Level, you've begun to channel the power of magic directly into your body, elevating your physical prowess. Your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when making an unarmed attack, you can choose to add an additional 2d6 damage. The additional damage deals one of the following damage types: fire, thunder, lightning, radiant, or force damage (your choice).

Once you use this feature, you can't use it again until you finish a long rest.

Play the Crowd

At 14th level, you make your presence known to both friend and foe alike striking awe and fear in those around you.

 As a bonus action, you imbue yourself with a magical force that lasts for 1 minute or until you are incapacitated. For the duration, you can add your Charisma modifier to your attack and damage rolls. Additionally, your wrestling techniques gain additional buffs during the duration:

Suplex: You roll two of your Bardic Inspiration die instead of just one.
Clothesline: The targeted creature is also Stunned when they fail the DC save. On the start of each of their turns, they can attempt to make the save again, recovering from the Stunned status on a success.
Dropkick: The targeted creature is moved back by 30 feet. If they collide with an object or creature, they take 1d6 bludgeoning damage for every 10 feet they moved.

Once you use this feature, you can't use it again until you finish a long rest.

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