Base Class: Fighter
The archetypal wrestlers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters. Grapplers of the highest order, they use no weapons to achieve their gruesome victories, for they prefer the intimacy of a barehanded kill. A wrestler wants to be close enough to taunt his opponent with whispers while crushing the life out of it, to smell its fear, and to watch the despair creep over its face when the opponent realizes just how useless its weapons are during a grapple.
Wrestler Features
Fighter Level | Feature |
---|---|
3rd | Conditioning |
7th | Close Control |
10th | Adept Wrestling |
15th | Body Shield |
18th | Submission |
Conditioning
Beginning when you choose this archetype at 3rd level, you gain proficiency in Athletics. If you are already proficient, your proficiency bonus is doubled for any ability check you make to grapple a creature, or to escape from a grapple. In addition, you have advantage on Constitution saving throws to avoid gaining levels of exhaustion.
Close Control
Starting at 7th level, creatures you have grappled cannot benefit from using a shield, and make weapon attacks with disadvantage when using a weapon with two hands, or when making a second attack while engaging in two-weapon fighting.
Adept Wrestling
Starting at 10th level, you can use a bonus action to try to shove or disarm one creature that you have grappled. Additionally, you can grapple creatures up to two size categories larger than you.
Body Shield
Starting at 15th level, whenever you are grappling a creature you have half cover, or three-quarters cover if you are grappling two creatures. Additionally, when a hostile creature misses you with an attack, you can use your reaction to force that creature to repeat the same attack against a creature of your choice (other than itself) that you have grappled.
Submission
Starting at 18th level, as an action you can make a special melee attack, a submission, against one creature you have grappled. The creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target takes 2d6 bludgeoning damage and falls unconscious for one minute. On a successful save, the target takes half damage and does not fall unconscious. A target who fails this save can attempt to repeat this saving throw if it takes damage and at the end of each of its turns, regaining consciousness on a success.
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