Base Class: Barbarian
You can use special wrestling moves and use your wrestling persona for attention.
Wrestler's Training
Beginning at level 3, when you take this Path, you gain the unarmed fighting style and proficiency with the athletics skill, if you already had proficiency, you gain expertise in the skill instead.
Wrestling Moves
When you choose this Path at 3rd level you learn moves that require stamina to execute.
The Moves-You learn proper wrestling moves to use during battle. You learn 3 moves from the moves list below, you get an extra move at levels 6, 10, and 14. You can change 1 move you know for another at those levels.
Stamina-You can use a move a number of times equal to your Constitution modifier (minimum of 1), and you regain all uses on a short or long rest.
Saving Throws-Some moves require a saving throw, the saving throw DC is calculated as follows
Move Save DC = 8 + your proficiency bonus + your Strength modifier
Moves
Piledriver-You may use your bonus action to execute this move. You attempt to grapple a creature you attacked. If you succeed on the grapple you immediately jump into the air and slam them into the ground, dealing 2d6 bludgeoning and knocking them prone. If you are already grappling the target it doesn't use your bonus action and the maneuver deals an extra d6.
Lariat-You may use your bonus action to execute this move. The target must succeed on a Strength saving throw, taking 2d4 bludgeoning and being pushed 10ft away on a fail, and half as much damage and not getting pushed on a success. If they are pushed into another creature, they both take 1d4 bludgeoning.
Suplex-You may use your bonus action to execute this move. You attempt to grapple a creature you attacked. If you succeed on the grapple you turn the target around and drop them over and behind your head, dealing 1d10 bludgeoning and restraining them against the ground. Your movement is reduced to 0. The restrained creature can escape by using their action to make a Strength check againsy your DC. If you are already grappling the target it doesn't use your bonus action and the maneuver deals 2d8 instead.
Cheap Shot-You may use your bonus action to execute this move. When you make an attack against a creature, you can target a weak point like the groin or eyes. Doing so makes the attack do an extra d8 and the target must succeed on a Wisdom Saving throw against your DC or be forced to target you with their attacks next turn.
Double Trouble-You spend one bonus action to pick a Teammate within 10ft to help you on your attack. Your teammate can roll to make an attack on your Bonus Action.
Taunt-You spend one bonus action to make a Charisma Roll. The Creature of your choice must make a Wisdom Save. On success, you enrage the Creature of your choice and they make an attack action with disadvantage, and you get advantage on a counter-attack if they fail their attack.
Moonsault Buster-You spend one bonus action to execute this move. You jump up into the air and body-slam onto any prone Creature of your choice and deal 1d10+STR damage. If you fail, you take 1d10 damage and are knocked prone until next turn. You can attempt to grapple, but failing the roll loses your turn altogether.
Wild Tornado Toss-You spend one bonus action to execute this move. You attempt yo grapple a creature you attacked, on a success you swing and toss them 30ft away, dealing 1d8+STR damage. This does not work on larger creatures. If you are already grappling the target it doesn't use your bonus action and you throw them an extra 10ft.
Ultimate Megaton Combination (Level 10)- You use up your entire turn for this action. You must make a STR Check to grapple the Creature of your choice. You then can string together 3 of your moves by rolling 3 STR Checks with a DC of 16 or above, any roll below fails the action all together. You cannot add your Grand Slam feature to this action.
Wrestler's Swagger
You get advantage on charisma checks for 1 hour after telling people your stories and showing off for 10 minutes.
Grand Slam
Once per short rest, you may turn a hit into a critical.
Showstopper
Whenever you crit with one of your moves, you deal an additional damage die and all of your allies gain temporary hp equal to your level + Strength modifier.
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