Base Class: Fighter
Ring Mastery
At 3rd level, you gain proficiency in Performance and Athletics skills. You also learn three signature wrestling moves, called "Moves," from the list below. You can use only one Move per attack. You learn two additional Moves of your choice at 7th, 10th, and 15th level. Each time you learn new Moves, you can also replace one Move you know with a different one.
Signature Moves
You have four awesomeness dice, which are d8s. An awesomeness die is expended when you use it. You regain all of your expended awesomeness dice when you finish a short or long rest. At 7th level, you gain another awesomeness die, and at 11th and at 15th level, you gain one more.
Your Signature Move save DC = 8 + your proficiency bonus + your Strength modifier.
Grappler's Insight
Starting at 3rd level, you gain proficiency with improvised weapons and the ability to grapple opponents as a bonus action after a successful attack. While grappling, you have the option to initiate a pin, restraining your opponent.
Showmanship
At 7th level, after observing or interacting with another creature for at least 1 minute outside combat, you can determine if the creature's Strength score, Dexterity score, or Armor Class is equal, superior, or inferior to your own.
Improved Signature Moves
At 10th level, your awesomeness dice turn into d10s, increasing the potency of your signature wrestling moves. At 18th level, they turn into d12s.
Unyielding Spirit
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die, showcasing your relentless and enduring wrestling spirit.
Wrestling Awesomeness
When you choose this archetype at 3rd level, you learn Moves that are fueled by special dice called awesomeness dice.
Moves. You learn three Moves of your choice, which are detailed under “Moves” below. Many Moves enhance an attack in some way. You can use only one Move per attack.
You learn two additional Moves of your choice at 7th, 10th, and 15th level. Each time you learn new Moves, you can also replace one Move you know with a different one.
Awesomeness Dice. You have four awesomeness dice, which are d8s. An awesomeness die is expended when you use it. You regain all of your expended awesomeness dice when you finish a short or long rest.
You gain another awesomeness die at 7th level and one more at 11th and 15th level.
Saving Throws. Some of your Moves require your target to make a saving throw to resist the Move’s effects. The saving throw DC is calculated as follows:
Move save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Ring Mastery
At 3rd level, you gain proficiency in Performance and Athletics skills.
Moves
The Moves are presented in non-alphabetical order.
Atomic Drop (Nerve Shock)
When you take the Attack action on your turn, inflict normal attack damage and force the victim to make a Constitution saving throw (DC = your Maneuver save DC). On a failed save, they suffer ongoing pain, reducing their movement speed by half until the end of your next turn.
Backbreaker (Spine Crush)
When you have grappled and opponent, lift and bend them over your knee, applying excruciating pressure to their spine. Inflict normal attack damage and force the victim to make a Constitution saving throw (DC = your Maneuver save DC). On a failed save, they suffer ongoing pain, granting advantage to your allies' attacks against them until the end of your next turn.
Bulldog (Impactful Slam)
Grab the opponent's head and drive it forcefully to the ground. Add your superiorirty die to the attack damage and force the victim to make a Strength saving throw (DC = your Maneuver save DC) or be stunned for 1d4 rounds and be knocked prone.
Clothesline (Devastating Strike)
Charging forward, you deliver a powerful arm strike to knock your opponent down. Deal normal attack damage. The victim must succeed on a Dexterity saving throw (DC = your Maneuver save DC) or fall prone.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Figure-Four Leglock (Agonizing Submission)
When grappling, twisting your opponent's legs into a painful submission hold, you apply excruciating pressure. Deal normal attack damage and force the victim to make a Constitution saving throw (DC = your Maneuver save DC). On a failed save, they are restrained and take ongoing damage equal to your superiority die at the start of each of their turns until they successfully break free (using an action and succeeding on a Strength or Dexterity check, contested by your Athletics or Acrobatics).
Frog Splash (Crushing Impact)
Leaping from the ropes or other high ground, you aim for a crushing body splash on your opponent. Deal normal attack damage and force the victim to make a Dexterity saving throw (DC {{savedc:str,dex}}). On a failed save, the victim is prone and stunned until the end of your next turn.If the victim fails its save, as a bonus action you can make a grapple attack and if successful you restrain them.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Into the ropes!
When you hit with an unarmed attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC {{savedc:str,dex}}). On failure, you push the target up to 15 ft. away from you. If it hits a solid structure during this push, they are stunned for one round.
Leg Drop (Hammering Impact)
Leap into the air and deliver a crushing leg drop to a prone opponent. Inflict normal attack damage and force the victim to make a Constitution saving throw (DC = your Maneuver save DC) or be stunned until the end of their next turn.
Maneuver: Creature Hammer
You seize an opponent, lifting them with tremendous strength and using them as a makeshift weapon to strike nearby enemies.
Make a grapple check against a target of the same size as you or smaller. On a successful grapple, you can choose to use the grappled creature as a "Human Hammer" to strike other enemies.
Effect: Make a single attack roll against each enemy within a 10-foot radius of the grappled creature. Each enemy struck suffers normal attack damage and must succeed on a Strength saving throw (DC = your Maneuver save DC) or be knocked prone.
For each creature hit this way, the grappled creature also takes normal damage plus your superiority die roll.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Piledriver (Crushing Impact)
When grappling, you seize the opponent and you lift them upside-down to drive their head into the ground with immense force. Add your superiority die to the attack damage and force the victim to make a Constitution saving throw (DC = your Maneuver save DC). On a failed save, they are stunned until the end of their next turn.
Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon (regular or improvised) that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.
Reversal!
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack’s damage roll. This attack can also be a grapple attempt.
Sleeper Hold (Constricting Grasp)
Wrap your arm around the opponent's neck, cutting off their air supply. Inflict normal attack damage and force the victim to make a Constitution saving throw (DC = your Maneuver save DC). On a failed save, they suffer ongoing damage equal to your superiority die at the start of each of their turns until they successfully break free (using an action and succeeding on a Strength or Dexterity check, contested by your Athletics or Acrobatics).
Submission lock (Disarming Pin)
When you hit with an unarmed attack, you can expend one superiority die to add it to the damage and to swiftly grab their arms or appendages from behind their back in a disabling lock if it fails a STR saving throw (DC {{savedc:str,dex}}). On a failed save, they are disarmed, dropping any held weapon or item, and are restrained. On its turn, the victim can spend its turn to try to break free using a STR or DEX check.
Suplex
With a powerful grab, you hoist your opponent into the air and slam them onto the ground, knocking them prone. Add your superiority die to the attack damage and impose disadvantage on the victim's next attack roll or ability check before the start of your next turn.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Trip Attack
When you hit a creature with an unarmed attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Working the mic
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Showmanship Flourish
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Entrancing Presence: As an action, you can unleash a captivating display of showmanship. Enemies within 30 feet must make a Wisdom saving throw (DC = your Maneuver save DC) or be charmed until the end of your next turn. Charmed creatures regard you as a spectacular performer and are will only attack you if you or your allies attack them. Once you use this feature, you can't use it again until you finish a short or long rest.
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Taunting Agility: Your agility and taunting abilities grant you advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
Improved Wrestling Awesomeness
At 10th level, your awesomeness dice turn into d10s. At 18th level, they turn into d12s.
Grand Finale
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Ultimate Performance: Once per long rest, you can declare the start of your Ultimate Performance as a bonus action. For the next minute, your showmanship is unmatched, and you gain the following benefits:
- Enemies within 60 feet have disadvantage on attack rolls against you.
- Allies within 30 feet gain temporary hit points equal to your fighter level at the start of their turn if they have witnessed your combat prowess in the past 24 hours.
- Your Moves deal additional damage equal to your Charisma modifier.
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Dramatic Evasion: Your flair for the dramatic allows you to dodge attacks with theatrical finesse. When you take the Dodge action, you can choose one creature within 5 feet to be dazzled by your movements. That creature has disadvantage on attack rolls against you until the start of your next turn.
Total Wrestling Awesomeness
At 18th level, your awesomeness dice turn into d12s.
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Posted Dec 3, 2025For some reason this is not showing up under character creation options when running Homebrew in my campaign. Any tips?