Base Class: Barbarian
Can people smell what you're cooking? Do you need to drink another beer? Is somebody yelling to get another table? You bring your wrestling fantasies to bare against the creatures of the realms. From Chokeslams to Pile Drivers. Utilize your charisma and momentum to punish your opponents. They are but steps on your way to becoming Champion.
* This is my first ever posted homebrew. Feel free to use it and leave comments so that I can tune it. Let me know in your comment if you actually playtested the Sub-Class or are just noticing inconsistencies or things that may be an issue. If a Mechanic is unclear or redundant please let me know in the comments as well. The goal is to create a fun Martial Wrestler that must builds up resources every encounter.
Momentum
Wrestling in an entertaining way requires effort. You can't just use your finisher at the start or the crowd will be bored. Building momentum through set ups and maneuvers allows you to unleash more powerful moves.
Every unarmed attack adds 1 Momentum. While you are raging you gain 1 momentum per turn at the start of your turn.
Your maximum momentum is equal to your charisma modifier.
Momentus Rage
When you rage you gain 1 momentum.
You may spend one extra use of your rage while raging to gain 2 Momentum as a bonus action.
Wrestling Style
Starting when you choose this path at 3rd level, you choose a wrestling style that is the staple of your move set. At lvl11 You may choose a second style.
Hardcore
Note on my intentions: The intentions of this style is to allow a character to use whatever is around them as a weapon and deal damage instead of requiring them to use unarmed attacks. However, since the Improvised weapons will deal more damage than a basic attack. I want to incur a "Momentum" penalty to slow down the use of special moves. The improvised specialists attacks can hinder their targets combat effectiveness.
High Flying
You are an agile warrior. Climbing and jumping from a height is your preferred method of attack. You're not limited to that though. Manipulating larger opponents momentum to your and your partners' advantage. A force to be reckoned with and dangerous when given the space to move as you please.
Manager
You're a mouth piece. Hype up your team and cause your share of distractions. As such you have advantage on Deception, Persuasion, and performance checks.
Power House
Notes on my intentions: My thoughts here is more of a Tank. Someone who can taunt, Stop enemies who approach and survive by either damage reduction or healing.
Technician
When the going gets tough the tough get Grappling. Holds, submissions and technical prowess are your bread and butter. You gain advantage on grappling checks and can move your grappling targets into the way of incoming attacks.
Moveset
Choose moves to fill out your Moveset. You get 2 at 3rd level then 1 more at 5th 7th and 11th.
3 Momentum - Meeting of the Minds
3 Momentum - Meeting of the Minds
When you would make an unarmed melee attack on your turn. Spend 3 Momentum to use this move instead
Make an attack roll against 2 creatures within 5ft of you.
On Hit: Deal 1d12 bludgeoning damage
If you hit both creatures, you slam their heads together forcing them both to make CON saves. On a failed save their movement speed is 0 and they must take their next turn attack at Disadvantage.
In the event that only 1 target is available, you may choose to take a constitution check yourself at advantage. If you fail you take all attacks until the end of your next turn at disadvantage.
1 Momentum - Crushing Blow
Momentum - Crushing Blow
When you hit a creature with an Improvised weapon as a bonus action you may choose to activate Crushing blow as a Bonus action.
the Creature is then silenced and cannot cast spells with a V requirement until the end of their next turn.
1 Momentum - Big Boot
1 Momentum - Big Boot
When a creature moves within your attack range and has moved a at least 10ft during their turn.
You may spend your Reaction and 1 Momentum to make an unarmed attack.
On Hit: the target is knocked prone if it is Equal to your size or smaller and its movement speed is reduced to 0. The target also takes 1d6 bludgeoning damage. (2d6 at 5th lvl 3d6 at 11th lvl and 4d6 at 17th lvl)
1 Momentum - Look! Behind You!
As a reaction to one of your allies being targeted by an attack you may spend 1 momentum.
The attack is made at disadvantage or the ally rolls with advantage on the save.
Prerequisite: Wrestling Style - Manager
1-5 Momentum - Get Back in there
Spend 1-5 Momentum
Target a a number of creatures equal to your Charisma modifier.
For each Momentum spent this way, each selected creature may spend up to that many Hit Die and gain that many Temporary HP
2 Momentum - Cutting Blow
2 Momentum - Cutting Blow
When you hit a creature with an Improvised Weapon as a bonus action you may choose to spend 2 Momentum activate Cutting blow.
Target Creature must make a Constitution saving throw on a failed save the target is cut open.
They take d10 damage per round at the start of their turn.
The creature or an ally can choose to make a Medicine check with a DC of 12 to stop the bleeding as an action on their turn. This ends the effects.
If a creature can't bleed. They automatically pass the saving throw.
At Higher Levels: Lvl 11 Damage is increased to 2d10.
2 Momentum - Intimidating Call Out
2 Momentum - Intimidating Call Out
As a Bonus action you may spend 2 Momentum then choose a number of creatures up to your Charisma Modifier.
For a number of turns equal to your Charisma modifier. The chosen creatures must include you in any attack actions they make on their next turn or take 2d8 psychic Damage before they make their attack.
At Higher Levels: Level 5:4d8 Psychic damage Level 11: 6d8 Psychic Damage Level 17: 8d8 Psychic damage.
2 Momentum - Momentum Manipulation
2 Momentum - Momentum Manipulation
You strike a target running at you in a way that lets you manipulate their movement.
When a creature One size larger than you or smaller moves into melee range with you. Make an unarmed attack as a reaction on a hit deal 1d8 bludgeoning damage. On hit: You force them to use the rest of their movement to move in a straight line in a direction of your choice up to 15 ft.
At higher levels Lvl 5: 2d8 Lvl 11: 3d8 Lvl 17: 4d8
2 Momentum - Wrenched Limbs
2 Momentum - Wrenched Limbs
When using an Unarmed attack you can spend 2 momentum and use the following rules.
On hit: the creature suffers 1d8 Bludgeoning damage and is Grappled by you Unless the creature is a larger size than you.
If the creature is already Grappled by you before the attack they also make a constitution saving throw. On a failed save the creatures only action they can take next turn is to attempt to break out of the grapple at disadvantage.
(At 5th Level increase damage to 2d8, 11th 3d8, and 17th 4d8)
3 Momentum - Standing Rear Naked Choke
3 Momentum - Standing Rear Naked Choke
When using an Unarmed attack you can spend 3 momentum and use the following rules.
On hit: the creature suffers 1d10 Bludgeoning damage and is Grappled by you Unless the creature is a larger size than you.
If the creature is already Grappled by you before the attack they are unable to cast spells with a verbal component or speak.
3 Momentum - Wheelbarrow DDT
Spend 3 Momentum
After moving 10 feet in a straight line. You may use this when making an unarmed attack
Make a unarmed attack.
On Hit: Target takes 1d10 bludgeoning damage. You may choose to swap positions with the target. Target must make a Constitution saving throw (DC 8 + Dex Mod + Proficiency) or be stunned till the start of your next turn.
4 Momentum - Leg Drop
When making an Unarmed Attack against a prone creature you may spend 4 Momentum to use this attack.
You deal 2d10 Bludgeoning damage . The creature must make a Constitution saving throw or be stunned
4 Momentum - SitOut Facebuster
4 Momentum - SitOut Facebuster
When making an Unarmed attack you can spend 4 Moment and use this move instead.
On Hit: Deal 2d8 Bludgeoning Damage and the target is stunned till the end of their next turn.
At Higher levels this damage is increased
5 Momentum - Unrelenting Assault
5 Momentum - Unrelenting Assault
When you hit a creature with an Improvised weapon attack as a bonus action you may choose to activate Unrelenting Assault.
Putting in the full force of the attack you deal an addition 2d12 damage from the attack destroying your improvised weapon.
The Creature must also make a Constitution saving throw on a failed save the Creature falls prone.
At Higher Levels: Lvl 11 Damage is increased to 4d12 damage.
5 Momentum - 3 Minutes of Playtime
Spend 5 Momentum
As a Bonus action you trap a Creature in a 15*15 Ring that also surrounds you. If a creature is to large to be contained in the Ring it is pushed to the Closest side it can fit. If a Hostile Creature attempts to move outside the ring or is forced to move outside they are instead returned to their original space. and takes 2d12 Psychic Damage. At higher Levels : 11th - 4d12, 17th - 6d12
A creature inside the Ring can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. (DC is 8 + Cha Mod + Proficiency) On a success, the creature can use that magic to exit the Ring. On a failure, the creature can't exit the Ring and wastes the use of the spell or effect.
5 Momentum - Belly to Back Suplex
5 Momentum - Belly to Back Suplex
When using an Unarmed attack you can spend 2 momentum and use the following rules.
Make an unarmed attack roll against a creature.
On Hit: hit deal 2d12 Bludgeoning damage, if the creature is your size or smaller you can move the creature and yourself 5ft together (this movement does not cause opportunity attacks), and the target is grappled.
If the Target was Grappled prior to the attack they make a Constitution saving throw. On a failed save the target is stunned and you can release your grapple if you choose leaving them prone.
(at higher levels: This attack deals 2d12 at Lvl 5, 3d12 at lvl11, and 4d12 at level 17)
5 Momentum - Diving Moonsault
5 Momentum - Diving Moonsault
When falling from a height of 10ft or higher you may use this attack against a creature below you.
Spend 5 Momentum and make an unarmed attack.
On Hit: Target takes the 1d10 bludgeoning damage for every 10ft you fell unless you fell more than 50ft you do not take fall damage. On a Miss: Both the target and you take half damage. (11th: 2d10 17th: 3d10)
Kip Up
1 Momentum - Using your reaction you can pop up on your feet when in a prone position.
Irish Whip
1 Momentum - As part of a grapple action you can move your target in a straight line by 15ft in 1 direction of your choice starting from your location. If the target is moved into an object or wall the target takes 1d10 damage and stops immediately. If the target moves into a creature both the target and the creature take D10 damage and must make a DC 10 Dex save or be knocked prone.
No-Sell
You may refuse to be moved against your will once per short rest.
Hulk Up
Once per Long rest when you are bloodied you can gain resistance to all damage for 2 rounds and fill your momentum gauge.







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