Base Class: Barbarian
Similar to a battle master fighter except all of your maneuvers are based around unarmed strikes and grappling
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Cruiserweight
You gain Proficiencies in Acrobatics checks and saving throws.
Heavyweight
You gain Proficiencies in Athletics checks and saving throws.
Grapple Master
At 3rd level, you become an expert at grappling opponents. If you are not wielding weapons or wearing armor add an additional 1d8 to all grapple attempts and attack damage made with unarmed strikes, treat this damage as weapon damage for the purpose of Brutal Critical. The extra dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 10th level, 4d8 at 15th level, and 5d8 at 20th level
Wrestling Moveset
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Hulk Out
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
In addition, during the first turn of your rage, you are impervious to damage until the end of your turn.
Maneuvers
The maneuvers are presented in alphabetical order.
Arm Lock
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Baby Face
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Belly To Belly Suplex
When you have a creature Grappled and successfully hit against the creature you are grappling, you can expend one Superiority Die and use your immense strength to toss that creature over your head up to 15 feet away from you, knocking them prone, and dealing an additional 1d8 damage.
Cerebral Assassin
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Clothesline
When you hit a creature with this Unarmed Attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Double Team
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Dropkick
When you hit a creature with an unarmed attack, you can expend one superiority die to attempt to perform a dropkick. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Flying Knee
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Jump The Barricade
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
No Sell
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Off The Ropes
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Precision Strikes
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Reversal
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Showboat
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Suplex
When you succeed on a hit against a creature you are grappling with, you can expend one Superiority Die to life the target over your head and send it crashing to the ground, knocking it prone. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it is knocked Prone.
Tag Team
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Two-Finger Salute
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Working The Mic
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Improved Ring Mastery
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Superstar
At 14th level you gain access to two Finishing Maneuvers. As your path to superstardom progresses you gain access to two more at 18th level.
Finisher
The Finishers are presented in Alphabetical order.
Leg Drop
When you successfully hit a creature that is Prone, you can choose instead to roll Two Superiority Dice and add the total to the damage roll to perform a leaping leg drop. The attack deals an additional 3d8 damage.
Sharpshooter
When you successfully attack a creature you are Grappling, you can spend Two Superiority Dice and add it to the damage roll to perform a devastating submission maneuver. The attack deals an additional 1d8 damage and the creature must make a Strength saving throw. On a failed save, the creature remains Grappled and in the maneuver. At the start of its next turn it takes an additional 1d8 damage and must make a Strength saving throw every turn until it succeeds, or take 1d8 damage every turn.
Spear
When you successfully attack a creature you are Grappling, you can spend Two Superiority Dice and add it to the damage roll to perform a devastating diving tackle. The attack deals an additional 2d8 piercing damage.
Stunner
When you successfully attack a creature you are Grappling, you can spend Two Superiority Dice and add it to the damage roll to perform a devastating front neck breaker. The attack deals an additional 2d8 damage and the creature must make a dexterity saving throw. On a failed save, the creature is Stunned.
Previous Versions
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Really good work! I love this subclass and consider using it for my Goliath barbarian. If I may respectully utter two suggestions:
Powerbomb: Lift the opponent onto your shoulders and slam them down, expending one superiority die. Make an attack. On a hit, add the superiority die roll to the damage and the target must succeed on a Strength saving throw (DC 8 + Strength modifier + proficiency bonus) or be knocked prone.
DDT (Diving DDT): Leap onto the opponent, driving their head into the ground, expending one superiority die. Make an attack. On a hit, add the superiority die roll to the damage, and the target must succeed on a Constitution saving throw (DC 8 + Strength modifier + proficiency bonus) or be stunned until the end of their next turn.
Figure Four Leg Lock: Grapple the opponent's leg and twist, applying a submission hold, expending one superiority die. The target is restrained and takes ongoing damage of 1d6 at the start of their turn while restrained. The target can attempt to break free by using an action and succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check against your Strength (Athletics) check.
Chokeslam: Lift the opponent off the ground by their throat and slam them down, expending one superiority die. Make an attack. On a hit, add the superiority die roll to the damage and the target must succeed on a Strength saving throw (DC 8 + Strength modifier + proficiency bonus) or be knocked prone.
Elbow Drop: Jump into the air and land with an elbow strike on a prone or grappled opponent, expending one superiority die. Make an attack. On a hit, add the superiority die roll to the damage.
Piledriver: Lift the opponent upside down and drive their head into the ground, potentially stunning them, expending one superiority die. Make an attack. On a hit, add the superiority die roll to the damage, and the target must succeed on a Constitution saving throw (DC 8 + Strength modifier + proficiency bonus) or be stunned until the end of their next turn.
I hope you find my additions constructive and helpful.