Barbarian
Base Class: Barbarian

You learn the art of wrestling and have access to special wrestling moves that can be performed while not wielding weapons or shields.

Wrestling Art

Starting when you choose this path at 3rd level, you learn wrestling moves that are performed expending wrestling points. To use a wrestling move you must not be wielding any weapon or shield and must not be wearing an armor.

Wrestling Moves. You know all the moves listed under "Solo Moves" and "Team Moves" below. You can spend 1 wrestling point per attack.

You increase the number of wrestling point you can spend per attack by 1 at 7th and 13rd level.

Wrestling Points. You have a number of wrestling points equal to 2 + your Constitution modifier. You regain all of your expended wrestling points when you finish a short rest.

Saving Throws. Some of your wrestling moves require your target to make a saving throw to resist the move’s effects. The saving throw DC is calculated as follows:

Wrestling moves save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Solo Moves

When you hit with a melee attack a prone creature or one you are grappling, you can perform one of the moves listed in the following table, instead of rolling for damage as normal. If not specified, the grapple ends. To perform a move, you must expend a number of Wrestling Points as listed in the move's cost.

 If you make a critical hit, every move's cost is halved (rounded up).

Move

Requirement

Cost

Damage

Additional Effect

Body Slam

Grappled

1

1d8+STR

Target must succeed a CON save or fall prone

Facebuster

Grappled

1

1d8+STR

Target must succeed a CON save or be blinded for one round

Choke

Grappled

1

1d6+STR

Target must succeed a DEX save or be silenced for 1 round. You maintain grapple

Elbow Drop

Prone

1

1d8+STR

Target must succeed a CON save or have disadvantage on attack rolls, and DEX saving throws for 1 round

Piledriver

Grappled

2

2d6+STR

Target must succeed a CON save or be stunned for one round

 

Team Moves

Whenever an allied Luchador within 5ft. from you hits a creature he is grappling with a melee attack, you can use your reaction to make a melee attack against the same creature. If you hit too, you can both perform together a team move from the table below, spending half of the cost each, instead of rolling for damage. If you do, the grapple ends.

Every team move's cost is halved for each of the performers who made a critical hit (rounded up).

Modified Proficiencies

You lose procificency with Shields, Medium Armors and Martial Weapons.

You gain proficiency with Disguise Kits and half proficiency with all improvised weapons.

Focused Fighter

Starting at 6th level, your wrestler moves count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This applies also to Team moves you are partecipating to.

Natural Grappler

Beginning at 10th level, if you hit a creature with a Melee Attack on your turn while raging, you can use a bonus action to try grappling that creature.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to try grappling that creature, rather than making an opportunity attack.

Placeholder

WIP

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