Barbarian
Base Class: Barbarian

The Luchadore specializes in getting close to his enemies and grappling them into holds to send them flying or alternatively straight down into the ground, preferably through a table! The Luchadore is a fearless warrior who laughs as his opponents try to swing deadly weapons at him, he is filled with glee as he soars from heights to body slam enemies. The Luchadore uses his knowledge of human anatomy to his advantage and has become a living weapon.

A Luchadore would never disgrace himself with using a weapon other his own body or conveniently placed furniture!

  • Your unarmed attacks are counted as melee weapon attacks 
  • Improvised weapons do the same damage as your normal attacks
  • You cannot gain proficiency with weapons other than improvised and unarmed fighting
  • Your repertoire of wrestling moves are your melee attacks do 1D6+Str (scaling: /1D8 at lvl6/ 1D10 at lvl 10)/ 1D12 at lvl 14/)
  • Gain advantage on grapple checks
  • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. (scaling: /1D8 at lvl6/ 1D10 at lvl 10)/ 3D4 at lvl 14/)

Loco Lucha

At 3rd lvl

  • Whenever you make an Athletics check, treat a roll of 7 or lower on the d20 as an 8.

Eagle Dive - While 10ft or greater above your enemy you may dive onto an enemy as an attack from a height equal to or greater than 10ft, you take half fall damage and the enemy is knocked prone while taking damage equal to Fall damage x2 + 1 damage per 10ft fallen. You may roll an acrobatics check on landing to roll to your feet or enter a grapple on a success or remain prone on a fail.

Bull Rush - Choose a target and attack it by charging at least 5ft, make an athletics check to lift your opponent. While carrying your opponent, any enemy you run into with the rest of your movement  must make a Str save (Str+prof) to avoid being knocked prone and take (1d6 +Str mod) damage. At the end of your turn you slam your opponent to the ground, doing normal attack damage.Creatures of same size or smaller get moved 5ft left/right on a successful save. Effected creatures smaller than you roll at disadvantage. (This ability does not trigger attacks of opportunity). Larger creatures follow the same rules but can first make a Str roll to body check you, stopping you in your tracks. 

Gonna Fly Now!: When grappling an enemy while you are standing, you may use an action or bonus action to throw them a distance in feet equal to 1d10 + your Athletics.

Bull Rush and Eagle Dive share your Con modifier as a resource pool for usage. Recover uses upon long rest. 

 

 

Master of the Mat

At 6th lvl

  • You can attempt a grapple as a bonus action
  • You can use 5ft of movement to recover from the prone position instead of half your movement. You no longer have disadvantage on attacks while prone and gain advantage on grapple checks when prone.

When you have an enemy grappled you may: 

Chokeslam! -  Use your bonus action to end the grapple by Choke-slamming your enemy. Enemy must make a Con save to avoid being stunned (Can also be used with Bull Rush)

Your Str Mod is your resource pool for this ability, recovering uses upon long rest

 

Grappling God -   Roll your grapple to the floor and reserve your reaction to either: 

  • Tighten your grip and prevent your enemy from attacking or casting
  • Reposition your enemy to absorb an incoming attack

Your Dex Mod is your resource pool for this ability, recovering uses upon long rest

 

Standing Switch - When grappling a standing enemy while you are prone, you can knock them prone on a Str check and use their momentum to lever you on to your feet, ending your grapple and getting up without using any movement.

Show Stopper

At 10th lvl

Use your proficiency bonus as your resource pool for the following abilities, recovering uses upon long rest:

Deck the Walls : After charging 5ft and picking up an enemy, smash them into a wall. For every 5ft you charged with them unimpeded, add another attack dice to your attack damage.

One-Two Crunch! : After successfully landing 2 attacks in your turn, add the total attack damage of each roll and combine that damage into a garunteed hit, Skull cracking headbutt.

Kingpin : Gain advantage on grapples and grapple 2 enemies at once. Effect ends if one enemy breaks free. All grapple effects from previous sub-class abilities apply to both targets for the duration of this ability or until an enemy breaks free.

Momentum Mori: If you charge 20ft in a line towards and enemy with another enemy within 5 ft of them, automatically knock them prone (Str check if massive) double your attack damage and gain the ability to attack both targets with one attack action.

Alternatively if you are targeting one enemy, double your attack damage and slam their head into the ground, enemy is knocked prone and must make a Con save to avoid being stunned.

Death on legs: Charge 5ft to pick up an enemy by the legs and start sweeping them around you in circles as you become a carousel of carnage! For every 5ft you move, you create a 5ft radius dealing (2d10+Str mod) to every enemy hit. This effect compounds for your human battering ram, e.g. 5 hits = (2d10+Str mod x5). Each enemy hit gets knocked back 5ft and may be hit again if you continue to move into them. Enemies can dodge on a Dex save.

Chair is Chair: Upon picking up an improvised weapon, add your Dex Mod to the damage of your attacks for 2 turns.

Lucha of Legend

At 14th lvl

Once per long rest you may activate either:

Meteor Slam! : an aerial attack from 30ft in height or greater

  • During this attack, triple your fall damage and transfer that impact into the ground around you in a 20m radius, every creature in range takes that damage and must pass a Str Check to avoid being knocked prone
  • If this attack is centered on an enemy then that enemy takes on the unmodified fall damage you ignored as additional damage and are automatically knocked prone. 
  • The damage you take is still equal to half of the unmodified fall damage
  • Damage for this attack counts as magical

 

Bulls Hit:  

  • Summon the spirits of 7 bulls and place them in any position you choose. Once placed, the bulls charge in a straight line . Spirit Bulls may pass through each other and obstacles freely, only becoming corporeal upon making contact with an enemy target.

Bull Charge. If the bulls moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra (2d10) piercing damage. Each creature hit is knocked prone and hit with Hooves.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. (2d10 + 4) piercing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  (4d10 + 4) bludgeoning damage.

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