Barbarian
Base Class: Barbarian

Working in the Taverns of Waterdeep as an entertainer, you have taken your skill of the dramatic a step further and turned your art into a martial art. Barbarians who follow the Path of the Luchador best their foes with brute strength and grappling ability. Calling upon their past experience and knowledge you are able to tackle and throw the hardiest of foes. A foe would be wise to keep their distance from you, or they may have no choice as they sail through the air

Form of the Wrestler

3rd-level Path of the Luchador feature

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a bestial power. Your wrestling moves count as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal.

You choose the wrestling move each time you rage:

Stone Cold Stunner. Your hair temporarily falls out and you transforms into a giant of a man with a goatee. SCS deals 1d8 bludgeoning damage on a hit. Once on each of your turns when you damage a creature with this move, you crack a brew and chug it, regaining a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. When leaving the rage you return to normal.

Tombstone. You grasp your opponent and with brute force make him assume the position. Upon entering rage you skin pales and you grow in size. The Tombstone deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with Tombstone using the Attack action, you can make one additional Elbow attack as part of the same action.

Chokeslam. Your opponent clearly did not smell what you were cooking. Upon entering rage your eyebrows gain unusual dexterity. Chokeslam deals 1d8 bludgeoning damage on a hit and has the reach property. On a successful hit the opponent is knocked prone. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to pull him in and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Soul of the Champion

6th-level Path of the Beast feature

The bestial power within you increases, causing the natural weapons of your Form of the Wrestler to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

Climbing

You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Jumping

When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Swimming

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

Crowd Work

10th-level Path of the Luchador feature

When you hit a creature with your natural weapons while you are raging, the wrestler within you can curse your target with crowd pleasing fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Turn the Crowd

14th-level Path of the Luchador feature

The wrestler within you grows so powerful that you can spread your fame to others and gain resilience from them joining your camp. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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