Base Class: Fighter
Not every fighter desires combat of blood and blades. Some choose to test their mettle against their opponents in a contest of spirit and skill. These champions come in many shapes and sizes and all share the burning desire to engulf their bodies in sweat, muscle, and glory. Take up your mask, your name, your rank, and prove to the world that you understand the riddle of steel.
Tag out bonus damage
gain +2 damage on certain types of attacks
The Best Round
You become proficient with improvised weapons and attacks with improvised weapons deal 1d6 + your Wrestling ability modifier. Additionally, unarmed strikes deal 1d4 + your Wrestling ability modifier.
Acrobatics proficiency
Gain proficiency in acrobatics
Athletics Proficiency
Gain proficiency in Athletics
Performance Proficiency
Gain proficiency in performance
Wrestling Archetype
When you take this path at 3rd level, you must choose which type of wrestler you wish to become. Once you take this path, you cannot change it. The oath of wrestling is not to be taken lightly. The path you choose determines which of your ability scores you draw your power from.
Athlete
You are more concerned with the fundamentals of your ability than any flair. Because of your dedication you are extremely strong and agile but have trouble commanding the respect of those around you. That is, until you pin them in seconds. Strength is the ability score used for your Wrestling ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, you have advantage on checks against being grappled and advantage on the first grapple attack you make on your turn.
Luchador
You are a high-flying performer. What you may lack in strength you make up with agility and flair. You laugh in the face of overwhelming odds, unfazed by a hopeless endeavor. Dexterity is the ability score used for your Wrestling ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, you have advantage on saving throws against fear and charm effects. You also gain +2 to damage rolls made with aerial wrestling attacks.
Performer
You are the fan favorite, in spite of your ability. You’re no mere mortal though, you are a god of the ring! Who needs formal training or fighting skill when you can sway a fight with flamboyant moves and fireworks? Charisma is the ability score used for your Wrestling ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, your abilities are enhanced by having a crowd watch you. Once on your turn, or once a minute while out of combat, you may choose to add this bonus to one damage roll, saving throw, or ability check you make so long as the crowd size is sufficient to grant the bonus. The crowd must be within 120 feet of you and focused on you for you to use this feature. If fighting in an arena, ring, competition, or other sort of event, all creatures watching the event count towards the crowd total, regardless of their distance from you.
Sumo
Massive in stature and resolve. You dominate the battlefield with a mix of disciplined skill and overwhelming will. Your only true threat in life is a rival sumo, all others are merely harsh water against the stone that is your body. Constitution is the ability score used for your Wrestling ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, you gain +2 temporary hit points when you make a successful saving throw against a spell or attack, after taking the damage for the attack. The temporary hit points last 1 minute and you may gain a total temporary hit points equal to your level times 2 before finishing a short or long rest.
Ensemble Defense
When you choose this path at 3rd level, you can choose to don your wrestling costume or uniform instead of armor. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Wrestling ability modifier + your proficiency bonus. At 10th level, this ability improves, allowing you to rise from a prone position without consuming any
Wrestling Moves
There are 3 types of wrestling moves: Aerials, Attacks, and Throws. When you choose this path at 3rd level, you may choose any two moves from any group. They are considered a standard attack and as such, you may use multiple wrestling moves within a round so long as you have extra attacks to be used. You are proficient with any move that you choose, and you add your Wrestling ability modifier to the attack, grapple, and damage rolls made with these attacks. These attacks only affect creatures of large size or smaller.
While it is possible for a wrestler to perform these moves without having them as part of their set, only moves within their set have been mastered. Using a move and understanding every intricacy of that move are two different things. If a wrestler uses a move that is not part of their move set, it is simply considered an unarmed strike and gains no additional benefits. Most moves have several variations but mechanically will work the same way, unless specifically stated by your GM. The moves provided are by no means a complete list of every move imaginable; work with your GM to discover new techniques your character may be able to use.
Some of your Wrestling Moves require the target to make a saving throw to resists the move’s effects. The effects only take place if the attack hits the target
Wrestling Move save DC = 8 + your wrestling ability modifier + your proficiency bonus
Wrestling Points. You start with a number of wrestling points equal to 2 + your wrestling ability modifier. Each wrestling move costs 1 wrestling point. You regain all of your expended wrestling points when you finish a short or long rest.
You gain 1 extra wrestling point at each level you learn additional wrestling moves (7th, 10th,15th, and 18th).
Aerials - Aerial Splash
From the air, you extend your body and bring your force down on your stomach, slamming it against your target. The attack deals 1d10 bludgeoning damage. However, this attack allows a lot of room for flair and can be amplified with a bonus action. If you use a bonus action to add flair to this move, you can add 1d10 bludgeoning damage to the damage roll.
Aerials - Diving crossbody
This attack does 1d8 bludgeoning damage. Additionally, you can use a bonus action immediately to make a grapple attack against the same opponent. On a success, they are grappled and prone.
Aerials - Diving Elbow or Knee Drop
From the air, you extend your body sideways and put your arm up, forcing all the effort of this attack into your elbow. You slam into your opponent with your elbow, dealing 1d10 bludgeoning damage. If the opponent is prone, this attack deals 2d10 bludgeoning damage on a hit.
Aerials - Diving Leg Drop
Diving Leg Drop: From the air, you extend your leg out and force all your effort to slam it against your opponent. This attack deals 1d8 bludgeoning damage. Additionally, they must succeed on a Constitution saving throw or lose the ability to use reactions until the end of their next turn.
Aerials - Diving Stomp
From the air, you extend both of your legs and attack at such an angle to force them to the ground. This attack deals 1d10 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be knocked prone.
Aerials - Diving Typhoonarana
From the air, you wrap your legs around your opponent and fling your weight around, throwing them in a direction of your choosing. This attack deals 2d6 bludgeoning damage. Additionally, the target must make a Constitution saving throw, being thrown a direction of your choosing 10 feet on a success, or 20 feet on a failure.
Aerials - Flying Zombiestein
From the air, you lock your legs around an opponent’s head. Once there, you fling your body backwards, doing a backflip and forcing your opponent to go into the air and then come crashing down to the ground beneath you. This attack deals 2d8 bludgeoning damage and knocks the target prone. You may immediately use a bonus action to take a cheap shot at the opponent, making an unarmed strike against them.
Aerials - Shiranui
If the target is within 5 feet of something you can jump from, you can grab their neck, jump off the object, flip around behind then, and slam them backwards onto the ground. This attack deals 3d6 bludgeoning damage.
Aerials - Shooting Star
From the air, you curl your body into a ball and slam against the opponent. This attack deals 1d8 bludgeoning damage. Additionally, you may make an Athletics check, DC 15, to land in a roll, moving 10 feet away from the opponent at no cost to your movement for that turn.
Attack - Body Press
Using at least 10 feet of your movement, you slam into your target with your chest, pushing all your weight into the attack. This attack deals 1d6 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be knocked prone and grappled. Alternatively, if the target is within 5 feet of a wall or barrier, you can forgo the saving throw and crush them against the wall, dealing an additional 1d6 bludgeoning damage
Attack - Clothesline
You extend your arm at a target coming towards you and smash it against them, knocking them to the ground. This can be used as either an attack action or a reaction. This attack deals 1d8 bludgeoning damage. If the target was attacking, they must succeed on a Constitution saving throw or the attack is interrupted. Additionally, you can make this attack with two arms, against two different opponents who are coming towards you or within 5 feet of eachother. In this case, the damage is 1d4 per opponent, but their attacks cannot be interrupted this way
Attack - Setup Kick
You perform a light kick, designed to make you opponent unstable rather than to cause damage. This attack deals 1d4 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be knocked slightly off balance. If they fail the saving throw and you then immediately make another wrestling move, unarmed attack, grapple, or improvised weapon attack against the same target, that attack is made with advantage.
Attacks - Bellclap
If grappled, you can use a reaction to strike with two open hands against your opponent. This attack deals 1d4 bludgeoning damage. The resonations from this strike make it difficult for them to keep their grasp and the grapple is ended.
Attacks - Drop
if the target is prone, you jump slightly, striking with one extremity. This attack does 2d10 bludgeoning damage, but you fall prone as well .
Attacks - Facewash
You humiliate your target by slowly slashing your boot into their face or other sensitive area. This attack deals 1d4 bludgeoning damage and the target has disadvantage on the next saving throw they make against you for 1 minute.
Attacks - Heart Punch
This punch aims for the heart, or other vital area of the opponent, and interrupts the flow of their life energy. You channel dark spiritual energy in your closed hand and strike, delivering 1d10 necrotic damage on a hit. Additionally, the target must make a Constitution saving throw. On a failure, the next healing the target receives, from any source, is halved
Attacks - High knee
Using at least 10 feet of movement, you run, jump, and smash your knee against an opponent’s head. This attack deals 1d12 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be stunned until the start of their next turn.
Attacks - Lariat
Using at least 10 feet of your movement, you charge at your opponent with an outstretched arm. When you make contact, you wrap your arm slightly and slam your opponent to the ground. This attack deals 1d8 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be knocked prone.
Attacks - Rear View
Using 10 feet of your movement, you rush an opponent, jump, spin, and thrust your backside at them. This attack deals 1d10 bludgeoning damage. Additionally, you have advantage on intimidation checks against that creature for 1 minute
Attacks - Splash
You extend your body and bring your force down on your stomach, slamming it against your target. The attack deals 1d6 bludgeoning damage. However, this attack allows a lot of room for flair and can be amplified with a bonus action. If you use a bonus action to add flair to this move, you can add 1d6 bludgeoning damage to the damage roll
Attacks - Stinging Mist
By grabbing any fine powder, such as sand, dirt, or chalk, you quickly wrestle-bless it in your hand and throw it into the opponent’s eyes. The mist can be any color of your choice and is not determined by the base material used. The target must make a Dexterity or Constitution saving throw or be blinded until the start of their next turn.
Attacks - Stomp
When the opponent is prone, you smash your foot into them in a cruel attack. This attack deals 2d10 bludgeoning damage.
Throw - Smackdown
Smackdown: A simple move where you lift an opponent and then throw them back down. This attack deals 1d8 bludgeoning damage. There is a large amount of variation you can apply to this move; you may use a bonus action to add flair to this move, adding an additional 1d8 bludgeoning damage to the attack.
Throws - Atomic Drop
Stuffing your head low into an opponent, you lift your body up straight, raising your target, and then slam their groin, pelvis, or equivalent down on your knee. This attack deals 2d6 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or have their movement speed reduced by half until the end of their next turn.
Throws - Back Breaker
You lift your opponent over into your arms and slam their back across your knee. This attack deals 2d10 bludgeoning damage. Additionally, they must succeed on a Constitution saving throw or, the next time they are knocked prone, it takes their entire move action to stand
Throws - Brain Buster
You put your opponent into a headlock then lift them vertically into the air, jump, and fall backwards, slamming their head into the ground. This attack deals 1d12 bludgeoning damage. Additionally, if the target can cast spells, they must make a Constitution saving throw or lose access to spell slots of a certain level until the end of their next turn. To determine the spell slots they lose access to, roll a d4 – 1. The resulting number is the level of spell slots they lose access to, with a 0 being cantrips. For example, the d4 roll is a 2 – 1, meaning they cannot cast spells with a 1 st level spell slot until the end of their next turn.
Throws - Bulldog
After grabbing your opponent, you rush forward by 5 feet, jumping up, and smashing their head down with the force of your fall. This attack deals 1d12 bludgeoning damage. On a critical hit, this attack deals 3d12 bludgeoning damage.
Throws - Catapult
Grabbing your opponent’s legs, you pull backwards, falling and flinging your opponent behind you. They are thrown 15 feet directly behind you and take 1d6 bludgeoning damage. If there is an obstacle that stops them from moving that far, they take an additional 2d6 bludgeoning damage from the sudden stop.
Throws - Chokeslam
You grab your opponent by the throat or equivalent, lift them slightly, and slam them down on to the ground. This attack deals 1d10 bludgeoning damage and the target is knocked prone from the attack
Throws - DDT
You put the opponent’s head under your arm and fall back, slamming their head into the ground and dealing 2d10 bludgeoning damage. You can then use a bonus action to make an additional grapple attack against the opponent and use this move again, dealing 1d10 damage this time.
Throws - Face Breaker
You grab your opponent’s head and strike at it with your knees, dealing 1d8 bludgeoning damage. After grappling, you can immediately use an unarmed attack as part of that action to attack the grappled target. Additionally, you may use a bonus action to immediately make an additional unarmed attack against that same opponent.
Throws - Fireman's Carry Throw
After grabbing your opponent, you lift them onto your sounders. From there you have four options.
Throws - Piledriver
You lift your target slightly, spin them so that their head, or equivalent, if facing the ground, jump and move to a sitting position, smashing their head into the ground. This attack deals 3d8 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be stunned until the start of their next turn.
Throws - Spinebuster
This move can only be used as a reaction. You can attempt to grapple a charging target, making their attack an automatic hit. If you are able to grapple the target, you use their momentum to lift them high into the air and slam them down on their back. you only take half damage from the attack roll. you grab your target in a large hug, lift them up then flip backwards, slamming them down on their back. This attack deals 2d12 bludgeoning damage. Both you and the target are prone.
Outside your weight
Starting at 7th level, your body has begun to merge with the adoration or ire of your fans. Because of this, you are able to perform superhuman feats. When using wresting moves, you can attack creatures of huge size or smaller. The power of your following making up for the size difference and impossible nature of this feat. Additionally, your training in life’s arena has made you fearsomely stable. You have advantage on saving throws against being knocked prone. You also gain +1 to attack and damage rolls made with unarmed attacks, grapples, wrestling moves, and improvised weapons
Tag Out
Starting at 10th level, when you are at half your total hit points or lower, you can call for help from the spiritual realm of the wrestlers. Using your action, you trade places with a spiritual manifestation of a past wrestler for 1 minute. Although they are just a projection of the wresting spirit, they have stats and skills exactly equal to yours, with the exception of hit points, of which they have 1. They can interact with the world just the same as you and will act directly under your will for the duration of this effect. When they are reduced to 0 hit points, or the effect ends, you will be called back onto this plane and they will be sent back to the wrestler’s spiritual realm.
While in the spiritual place of wrestler’s past, you gain all the effects of a short rest. In addition, you may ask one question of the wrestling residents for each of your turns you start there, including the turn in which you used this feature. You may not always receive an answer or the correct answer to your question as the residents may not know the information you seek. No spells or curses you have cast upon you can transfer to the spiritual partner and their hit point maximum cannot be increased, even with temporary hit points. You may use this feature once before finishing a long rest.
At 15th level you may use this feature twice before finishing a long rest. Additionally, at this level you gain +2 to attack and damage rolls made with unarmed attacks, grapples, wrestling moves, and improvised weapons and those attacks are considered magical for the purposes of overcoming resistances. This represents both your fans adoration or ire and your growing connection to the spiritual wrestling plane.
Champion of the RIng
At 15th level, your body has become so well trained, infused with the emotions of your fans, and blessed by the spiritual wrestling plane, that you are permanently changed. You now age at half the normal rate, you have advantage against effects that would lower your Strength, Dexterity, and Constitution scores, and your body is resistant bludgeoning, piercing, and slashing damage from non-magical weapons.
Stuff of Legend
At 18th level, you are no long bound by the limits of the words possible or impossible. When using wresting moves, you can attack creatures of gargantuan size or smaller. You also have advantage on saving throws that use your Wrestling ability modifier. Additionally, you have mastered the art of the show stopper. You can choose one wrestling move to gain the following attributes for a single attack: You have advantage on the attack. The attack does 3x the normal damage. The target has disadvantage on any saving throws against additional effects of the attack. You can use this ability once before finishing a short or long rest. At this level you also gain +3 to attack and damage rolls made with unarmed attacks, grapples, wrestling moves, and improvised weapons and those attacks are considered magical for the
@rattenkonig,
This section is not allowing us to make a selection, is there something we are missing we need to add from the homebrew collection?
Ensemble Defense
When you choose this path at 3rd level, you can choose to don your wrestling costume or uniform instead of armor. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Wrestling ability modifier + your proficiency bonus. At 10th level, this ability improves, allowing you to rise from a prone position without consuming any
We have been using a 5e homebrew class that I've been trying to input into here, but this is like a streamlined version of that and I am so relieved it's available. Thank you!