Base Class: Fighter
Many of the realm’s most physically adept fighters can be found the the humblest of places: rolling around in dirt-covered, blood-soaked fighting pits, grappling each other into submission. These warriors thrive in single combat with bare hands, taking their opponents to ground, limiting their mobility and defenses, and engulfing them in sheer physical domination to the point of fatigue and surrender. Unrivaled in stamina, strategy, and strength, Wrestlers can serve as a potent force in adventuring circles.
“I take people into deep waters and they discover themselves”
- Khabib Nurmagomedov
Striking Physique
At 3rd level, your training has resulted in a figure that is both powerful and imposing. Your proficiency bonus is doubled for all Strength (Athletics) checks. In addition, when you make a Charisma (Intimidation) check you can add a bonus to the roll equal to your Strength modifier.
Takedown Master
Also at 3rd level, you have honed your skills in grappling and subduing single combatants. When you make a successful grapple check against a creature, you can force that creature to make a Strength saving throw. On a failed save, you throw the creature to the ground dealing bludgeoning damage equal to your fighter level and both you and the target fall prone.
While you are prone and grappling a creature, the grappled creature has disadvantage on attacks against you and you do not suffer disadvantage on attack rolls against that creature.
Reversal
At 7th level, you are an expert at regaining the upper hand. When another creature attempts to grapple you and fails, misses you with an attack, or when you successfully escape a creature’s grapple, you can immediately use your reaction to make a grapple check against that creature.
Additionally, when you are prone, standing up only requires 5 feet of your movement.
Submission
When you reach 10th level, your skill in grappling can quickly drain your foes’ will to fight. When a target fails an attempt to escape from being grappled by you, you can force the grappled creature to make a Constitution saving throw. On a failed save, the creature gains one level of exhaustion.
Once per turn, you can replace one of your attacks on your turn to target an exhausted and prone creature you are grappling with one of the following options:
- Arm Bar. The target makes a Strength saving throw. On a failure, damage dealt by the target’s melee weapon attacks is reduced by an amount equal to twice your Strength modifier for the remainder of the current combat.
- Choke. The target makes a Constitution saving throw. On a failure, it is incapacitated until the end of your next turn.
- Crossface. The target is either blinded or deafened for 1 minute. The target can make a Constitution saving throw at the end of each of its turns ending the effect on a success
- Heel Hook. The target makes a Dexterity saving throw. On a failure, for 1 minute, standing up from the prone condition costs that creature’s full movement.
- Mat Return. The target takes bludgeoning damage equal to your fighter level as you slam it into the ground again.
Chain Wrestler
By 15th level, you are unparalleled in your mastery of wrestling techniques. All checks made by other creatures to grapple you, avoid being grappled by you, or escape your grapple are made at disadvantage.
Deep Water
When you reach 18th level your prowess can overwhelm even the most adept opponent’s willpower. When you impose a level of exhaustion on another creature, you can choose to impose 2 levels of exhaustion instead.
Once you have used this feature, it can’t be used again until you finish a short or long rest.
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