Barbarian
Base Class: Barbarian

Not all barbarians are feral beasts. Those seeking physical perfection devote themselves to the Order of Acirema, and their lord and savior, Hogan. These barbarians believe their body to be the only weapon they need and forego swords, axes, or any other crafted malice in order to attain the purest of gains. The order takes these wrathful wanderers in, and hone their rage by teaching them the art of Wrasslin.

Wrasslin

Starting when you first select this primal path

The wrassler is all about close-quarters combat. When you choose this primal path at the 3rd level, you gain the Grappler feat. In addition if you control the grapple, any normal attack you make against a grappled target must make a Wrasslin Save. On a failed save, the target is stunned until the end of your next turn. On a successful save, the target is knocked prone.

Wrasslin' Save

While studying the way of Hogan, a Wrassler will learn several wrasslin' moves in which he will contest his strength with that of his opponent. Many of these moves will require the target to make a Wrasslin Saving Throw.

Wrasslin Saving Throw DC = 8 + your proficiency bonus + your strength modifier

Twenty Four Inch Pythons

Starting when you first select this primal path

As a Wrassler, your body is your weapon, particularly your mighty, mighty biceps. At 3rd level, you may roll 1d6 when rolling damage for your unarmed strikes. This increases to a 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

The Leg Drop

Starting when you first select this primal path

At 3rd level, you learn the most revered moves amongst the followers of Hogan: The Leg Drop. An enemy is at his most vulnerable when prone, and you take advantage of this by leaping into the air, and crashing down on them with one of your powerful legs.

When you use an attack action against a prone enemy, you may choose to transform that attack into a leg drop. If the attack hits, it becomes an automatic critical hit. If the attack would miss, it acts like a normal attack. You may only use this feature while raging. Once you use this feature, you must finish a short or long rest before you can use it again.

Hulk Up

6th-level Wrassler Primal Path feature

By studying with the Order of Acirema, you learn to harness your rage into a life saving form known as hulking up. This sacred art allows you to use that pent up rage to come back from near-death with a vengeance. At 6th level, if an attack lowers your hit points to 0, you may use a reaction to expend a hit die to gain hit points equal to 1d12 + your constitution modifier. In addition, all attacks made against the enemy that lowered your hit points have advantage until your rage ends.

You may only use this feature while raging. Once you use this feature, you must finish a short or long rest before you can use it again.

The Clothesline

6th-level Wrassler Primal Path feature

At 6th level, you learn one of the great maneuvers of Wrasslin: the Clothesline. You extend your twin pythons, knocking your foes to the ground. When you make an opportunity attack against an enemy, you may replace the attack with a clothesline. The target of your opportunity attack must make a Wrasslin' Save. If the enemy fails, in addition to the normal damage dealt by your unarmed strike, the target is knocked prone.

Additionally, when you use the dash action to move in a straight line, you may use a bonus action to clothesline a creature within 5ft of your path. Enemies may still make opportunity attacks against you while you use this feature.

You may only use this feature while raging.

The Piledriver

10th-level Wrassler Primal Path feature

At 10th level, you learn the most sacred of a wrasslin' moves: the Piledriver. You lift your enemy into the air upside down, and bring him crashing down onto his head.

When grappled with a creature, if you control the grapple, you may use a bonus action to perform a pile driver. The enemy must make a Wrasslin' Save. If they fail, they take 2d10 points of bludgeoning damage, and are stunned for a number of rounds equal to your strength modifier. If they succeed, they take half the damage and are knocked prone.

You may only use this feature while raging. Once you use this feature, you must finish a short or long rest before you can use it again.

Knock-Out Pin

14th-level Wrassler Primal Path feature

At 14th level, you master the art of the pin. Through the Grappler feat, you gained the ability to try and pin a grappled creature. If you manage to keep a grappled creature pinned for 3 rounds, the creature falls unconscious.

You may only use this feature while raging. Once you use this feature successfully, you must finish a short or long rest before you can use it again.

The Backbreaker

14th-level Wrassler Primal Path feature

At 14th level, you learn to focus your rage into one crippling maneuver. You slam the enemy’s back onto your knee, shattering their spine. When grappled with a creature, if you have control of the grapple, you can spend a bonus action to attempt to execute the backbreaker. The creature must make a Wrasslin Save. On a failed save, the creature takes 3d10 points of bludgeoning damage, is permanently prone, and can only be healed if they take an extended rest of 80 days. On a successful save, the creature takes half the damage and is knocked prone.

You may only use this feature while raging. Once you use this feature, you must finish a short or long rest before you can use it again.

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