Base Class: Fighter
The Natural Wrestler has druidic capabilities, but largely communes with nature by embracing their ferocity. They thrive when covered in mud and use their natural weapons, be they fists, teeth, nails, claws, etc. They embrace the nature of animals around them and take on the feral embodiment, even going so far as to reverting from speech to grunts, growls, and gurgles.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the abjuration and transmutation spells on the druid spell list.
The Spells Known column of the Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Druid modifier
Spell attack modifier = your proficiency bonus + your Druid modifier
Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Brawler
Your natural tendency to get into fights has made you quite handy at using what's around you. At 3rd level, you gain proficiency improvising weapons, unarmed strikes, and as a bonus action can grapple enemies after a melee attack. Additionally, you can grapple enemies up to two sizes larger than yourself.
Cloud of Filth
3rd-level Natural Wrestler feature
A cloud of small winged insects follows you around and are harmless to you, but can be unleashed on nearby creatures. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 poison damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The poison damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level.
Grapple Expert
Beginning at 7th level, you can deal an additional 1d8 bludgeoning damage to any creature you are grappling for every turn you are grappling with it.
Headlock
At 10th level, you learn how to put an enemy into a headlock so it focuses on the hold and not on your next action. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against any action you take before the end of your next turn.
Crude "Teleport"
At 15th level, you learn how to kick up dirt to obscure your instantaneous teleportation, up to 30 feet, to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Facesmash
Starting at 18th level, you can use a bonus action against any grappled creature to bash your head into a creature's head. You deal 1d10 + {{proficiency}} + {{modifier:str}} bludgeoning damage and if the creature fails a CON saving throw (DC {{savedc:str}}), the creature the creature is knocked unconscious for 1d4 turns.
Comments