Fighter
Base Class: Fighter

The wrestler is a charismatic melee fighter who uses his own body as his weapon of choice, executing feats of incredible power and athleticism to wow the crowds that gather to watch his exploits. Often gifted with exceptional strength, speed, and stamina, Wrestlers are capable of dealing out considerable amounts of damage, with tactics that tend to revolve around controlling the battlefield. Though notably less suited to fight very large enemies, they are still able to hold their own fairly well if they're smart about it, but clearing out similarly-sized foes is their specialty.

Level 3: Charismatic Warrior

You gain the Unarmed Fighting-Fighting Style and you can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. In addition, when you use the Grapple or Shove option of your Unarmed Strikes, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC (your choice).

Furthermore, you gain proficiency in either the Intimidation or Performance skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make with the chosen proficiency.

Level 3: Wrestling Expert

You learn to perform special wrestling moves in combat. Whenever you take the Attack action on your turn, you can forgo all of your attacks to make a single Unarmed Strike against a target, if the attack hits, you can use one of your signature moves on it. You can perform these moves a number of times equal to your Proficiency Bonus. You regain 1 expended use of your Moves when you score a Critical Hit or deal a killing blow to a creature with a Signature Move or an Unarmed Strike. You regain all expended uses when you finish a Short or Long Rest. Immediately after performing one of these moves, you can make an Unarmed Strike as a Bonus Action.

Saving Throws. Your moves require your target to make a saving throw to resist the it's effects. The saving throw DC is calculated as follows:

   Signature Move save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

All your Signature Moves gain an additional Damage Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).

Signature Moves

You can perform the following signature moves:

Slam. If the target doesn't have all its hit points  and is within 5 feet of you, you can perform a slam on it. On a hit the target must make a Strength saving throw. On a failed save, the creature takes 4d6 Bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage and isn't knocked prone.

Submission. If you start your turn with a grappled target or if the target has suffered a Slam and is within 5 feet of you, you can perform a submission hold on it. On a hit the target must make a Constitution saving throw. On a failed save, the creature takes 4d8 Bludgeoning damage and is restrained until the start of your next turn. On a successful save, the target takes half as much damage and isn't restrained.

Level 7: Mouthpiece

As a Bonus Action you can give Heroic Inspiration to an ally within 30 feet of you that can see or hear you. You can use this feature number of times equal to half your Proficiendy Bonus. You regain all expended uses when you finish a Long Rest.

Level 10: Tag Team Specialist

Whenever you activate your Second Wind with a Bonus Action you can bolster the resolve of your companions. Choose up to two friendly creatures who can see or hear you. Those creatures gain Temporary Hit Points equal to twice your Proficiency Bonus.

Level 15: Finisher

You learn a new devastating and high-impact Signature Move that can render your opponent dazed. Whenever a creature that is within 5 feet of you either has less than half its hit points or has suffered at least one other of your signature moves, you can perform your Finisher on it. On a hit the target must make a Constitution saving throw. On a failed save, the target takes 5d10 Force damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn’t stunned.

Level 18: Legendary Wrestler

When you take the Attack action on your turn, you can replace two of the attacks with a use of one of your Signature Moves.

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