Base Class: Fighter
A grappler dedicated to entertaining crowds, throwing their opponents around like rag dolls, and physically dominating the competition.
Note: This is a WIP, dexterity based build has been tested to level 9 and it performed well. I will get to work on better integrating this with DnD beyond when I have time.
Professional of the Grappling Arts
Starting at third level, you are an expert grappler and unarmed combatant. This training gives you proficiency in unarmed attacks, and unarmed attacks do 1D8+STR or 1D8+DEX bludgeoning damage, they also count as weapons for the purposes of Two-Weapon Fighting. You can grapple enemies one size larger than you as if they were your same size. You can initiate grapples using your Strength (Athletics) or Dexterity (Acrobatics.)
You can only gain the benefit of this feature if you are not holding anything in either hand.
You gain access to Signature Moves to lay the smackdown on your enemies in combat. Starting at third level you gain access to two, then one subsequently at levels 5, 11, and 20. You may change your signature moves during any long rest. You may only use signature moves if you are not holding anything in either hand. You may use each signature a number of times equal to your charisma modifier unless stated otherwise.
The save DC for signature moves is 8+STR+Proficiency Modifier or 8+DEX+Proficiency Modifier whichever is higher.
Chop
Chop the target creature in a vital area (usually the chest.) Make an unarmed attack and do an extra 1D8 bludgeoning damage. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
If the target has skin, any creature within 100ft will be able to hear the effect of the chop.
This signature recharges on a short or long rest.
The damage of this attack goes up by 1D8 each time the character learns an Extra Attack feature.
Clothesline
When an enemy moves anywhere within five feet of you, you may use your reaction to make an opportunity attack against your target. Make an unarmed strike and if the attack hits, you knock your target prone and the creature's speed becomes 0 for the rest of the turn. This signature may not be used if the creature has taken the disengage action.
This signature is a passive ability and does not recharge.
Dive
Prerequisite: level 5
Using your action you can leap off a nearby wall or object to dive on top of a creature using your full body weight to deal 2D6+Dex bludgeoning damage. The target must make a Dexterity saving throw, on success they take half damage, on failure they are knocked prone and are stunned until the end of your next turn.
This ability can also be used if falling from a height of at least 5 feet higher than the target, with a minimum of ten feet.
This ability will negate all falling damage you take if the target fails their saving throw. Any damage that would've been taken from falling damage, may also be added to the damage done by this ability.
This signature can be used as a finisher.
This signature recharges on a long rest.
The damage of this ability goes up by 2D6 for each Extra Attack the player unlocks after 5th level.
Dropkick
Leap into the air and dropkick a target, putting your full body weight behind your attack. After moving at least 10 feet toward your target in a straight line, using your action you dropkick your target for 1D10+Dex bludgeoning damage. Target must make a Dexterity saving throw or be knocked prone.
This ability can be used as a finisher.
This signature is a passive ability and does not recharge.
The Damage of this ability goes up by 1D10 for every Extra Attack the player gains.
Hip Toss
When a creature makes a melee attack against you. Using your reaction you can redirect the attack when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level.
If you reduce the damage to 0, you may throw your attacker into any space within 5 feet of you, knocking them prone. This also stuns the creature until the end of their turn.
This signature recharges on a short or long rest.
Hot Tag
Give a hot tag to an ally within 10 feet of you. When you make an unarmed strike to a target, you can inspire an ally to attack, giving them the option to make an opportunity attack against that same target.
This signature recharges on a short or long rest.
Inspiring Promo
Prerequisite: Level 4
As an action, shout an inspiring promo in battle to inspire all allies that can hear within 30 feet of you. Until the end of your next turn whenever an ally makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.
This signature recharges on a long rest.
Piledriver
Prerequisite: Level 11
After a successful grapple, use your bonus action to pick up your opponent and attempt to drop them directly on top of their head. Deal 3D12 Bludgeoning damage and the creature must make a constitution saving throw. On a success the creature takes half damage. On a failure the creature takes full damage and is stunned for 1d4 rounds. This ability can be used as a finisher.
This signature recharges on a long rest.
The damage of this ability goes up by 1D12 for each Extra Attack unlocked by the fighter after 11th level.
Powerbomb
Prerequisite: Level 5
While grappling a creature you may use this ability as a bonus action to pick them up and slam them down with all your strength doing 1D12+Str bludgeoning damage and knock them prone. The creature must make a Constitution saving throw. If they succeed they take half damage, if they fail they take full damage and are stunned until the end of your next turn.
This signature can be used as a finisher.
This signature recharges on a long rest.
The damage of this attack goes up by 1D12 for each Extra Attack the player unlocks after 5th level.
Showboat
Add some extra flair to your next strike. Before making an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, the target will have disadvantage on their next attack. This will have no effect if the target is immune to being frightened.
This signature is passive and does not recharge.
Spear
Prerequisite: Level 7
Charge at your opponent and throw your body at them, using your shoulder to spear them in the midsection. After moving at least 10 feet toward your target in a straight line, using your action you spear your target for 1D10+Str bludgeoning damage. Your target must make a constitution saving throw or suffer one point of exhaustion and be knocked prone.
This signature may be used as a finisher.
This signature recharges on a long rest.
The Damage of this ability goes up by 1D10 for every Extra Attack the player gains
Superkick
Kick your opponent in the head, this can be done with or without a shuffle. Make an unarmed strike doing an additional 1d8 bludgeoning damage. This strike has an extended reach of up to 10 feet. If striking a target that is 10 feet away from you, do an additional 1d8 bludgeoning damage.
This signature may be used as a finisher.
This signature recharges on a short or long rest.
The damage of this signature goes up by 1d8 for every Extra Attack the player gains.
Suplex
While grappling, this signature can be used as a bonus action to Suplex the grappled creature to an area of the player's choice within melee range. The target must make a Dexterity Saving throw or be thrown to the ground and knocked prone for 1D10+STR Bludgeoning damage. If the save is successful the Suplex fails and the target is no longer grappled.
This signature may be used as a finisher.
This signature is passive and does not recharge.
The damage of this ability goes up by 1D10 for each Extra Attack the player learns
Taunt
As a bonus action, taunt a creature into attacking you. The creature must make a wisdom saving throw or have disadvantage on all attack rolls against any creature other than you until the end of their next turn. Roll a Charisma (Intimidation) check to determine the save DC for this ability.
This signature recharges on a long rest.
Good Promo
Starting at third level. You are an expert in getting people to love or hate you by using your words to influence their opinion. You gain proficiency in Persuasion and Intimidation, or expertise in whichever skill you are already proficient in.
Finisher
Starting at 7th level, you can convert a signature move into a finisher causing it to do double its damage and impose disadvantage on any saving throw the target creature must make, this does not count toward a use of that signature move.
This feature can be used twice per long rest, you gain one more use of this ability at levels 10, 15, and 18.
Hulk Up
Starting at 10th level you may use this ability to gain temporary hit points equal to half your maximum HP (rounded down.) This effect lasts for 1 minute or until the temporary hit points are depleted.
You may use this ability once per long rest.
Wrestler's Endurance
Starting at 15th level, years of wrestling, falling down, getting hit, and getting slammed on a near-nightly basis have made your body resistant to injury and pain. You have resistance to bludgeoning damage and your max HP is increased by your constitution modifier + your fighter level doubled. For each level gained after acquiring this feature increase your hit point maximum by 4.
Master of the 3 Count
Starting at 18th level, you have mastered the 3 count and have an unwavering will to see the battle through to the end. Somehow you always manage to get back up no matter how much you have been battered and broken. You have advantage on all death saving throws when you are at two death save failures and/or two death save successes. When you succeed on 3 death saving throws, you get back up with a third of your maximum HP, this bonus does not apply if you are brought back through healing from another creature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/18/2022 12:54:13 AM
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146
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46
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0.3
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Coming Soon
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Posted Sep 2, 2023Sweet, thanks for putting this together.
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Posted Aug 24, 2023It does indeed, nice catch. I'll update it when I can.
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Posted Aug 16, 2023I could be wrong, but Professional of the Grappling Arts seems to calculate both STR and DEX together for damage bonuses instead of one or the other for Unarmed Strikes.
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Posted May 25, 2023You can reflavor the signatures to be whatever you like, they're meant to be pretty general to fit just about anyone, in this case I think the RKO would suit piledriver just fine.
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Posted Feb 24, 2023very good, but you should make an RKO signature