Base Class: Barbarian
Wrestlers rise to the challenges of combat, and know that their individual success will lead to the success of their team. A wrestler needs to control how both they and their opponents move. As such, they are master grapplers and excel at neutralizing their opponents.
Natural Athelete
Starting when you take this path at 3rd level, you gain proficiency in Athletics. If you already have proficiency in Athletics, you gain expertise instead.
You also gain the following features:
Bare Knuckle Brawler:
Unarmed strikes deal 1d6 bludgeoning damage if they are made with a hand that isn't holding a weapon or shield. This damage increases to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17.
Master Grappler:
As a bonus action, you may make an unarmed strike against a creature you are grappling.
Hardbody Unarmored Defense:
You may use your strength modifier instead of your dexterity modifier when calculation your unarmored defense AC.
Meet the Challenge
Head to Head Competitor:
Starting at level 10, when you enter a rage, or as a bonus action while raging, as long as you can see a creature larger than you are, you may increase your size by one category until your rage ends. You may use this more than once during the same rage to keep growing larger as long as you can still see a larger creature than yourself.
Each time you increase your size, your unarmed strikes deal an extra dice of damage (whichever your unarmed strike uses), and your carrying capacity doubles. If you are Huge or larger, your unarmed strikes have reach. Your size and these bonuses goes back to normal when your rage ends.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Maintain Hold:
If something forces you, or a creature you are grappling to move, you can use your reaction to move them with you, or move with them, and maintain the grapple.
Forced Movement:
When you drag or carry a grappled creature, your speed is not halved, it is reduced by 10 feet instead.
Limb Locks
Starting at level 6, you have mastered the art of hindering the movement of your opponents limbs. When you hit a creature you are grappling with an unarmed strike you can use this feature to try to keep them from acting. The target must make a Dexterity or Strength saving throw (their choice) or be incapacitated until the beginning of your next turn. DC = 8 + your proficiency bonus + your Strength modifier. If the grappled creature is prone, it makes this saving throw with disadvantage.
You may use this feature a number of times equal to your proficiency modifier. These uses come back on a long rest.
Finishing Moves
Starting at level 14, your years of experience have learned some impressive moves to end your foes. While you are raging, you may attempt to perform one of your finishing moves as a free action, at the end of your turn after you use one of these moves, your rage ends, and you cannot rage again for 1 minute. Save DC = 8+ Strength Modifier + Con Modifier + Proficiency bonus.
- DDT: You and a creature you are grappling with both fall prone in this move, but your opponents face takes the damage. Target creature you are grappling makes a Constitution saving throw. A target takes 10d6 force damage on a failed Constitution save and is stunned until the end of your next turn, or half as much damage on a successful save and is not stunned. Additionally, all fall damage you would take this turn is dealt to the target instead of you.
- Submission Hold: Target creature you are grappling makes a Dexterity saving throw: On a failed save the creature falls unconscious for 1d4 rounds, or is incapacitated until the end of your next turn on a successful save.
- Fish-hooking: You insert your fingers into the eyes, ears, or mouth of target creature. Target creature makes a wisdom save. On a failed save the creature is blinded, deafened, or cannot speak (your choice) for 2d4 rounds.
- Flying Drop Kick: Make an unarmed strike against any target. If you moved at least 10 feet in a straight light immediately before making this attack, add force damage equal to the distance you moved to the damage of the strike.
Previous Versions
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10/26/2023 8:25:33 PM
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11/25/2023 5:10:49 AM
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