Barbarian
Base Class: Barbarian

In the world of combat and spectacle, there exists a unique breed of warriors known as Wrestlers. These formidable individuals possess an unparalleled mastery of close-quarters combat, honing their bodies into powerful instruments of strength and agility.

Wrestlers are iconic figures in the world, captivating audiences with their dazzling displays of physical prowess and the artistry of their maneuvers. Their skill in grappling and wrestling allows them to control the flow of battle, overpowering opponents with a combination of raw power and technical finesse.

These warriors possess an innate understanding of the human body, exploiting its vulnerabilities with bone-crushing strikes and joint-destroying holds. Every movement is calculated, every action precise, as they execute their maneuvers with a blend of artful grace and brute force.

In the heat of battle, a Wrestler’s presence is felt. Their commanding aura demands attention, drawing the gaze of allies and foes alike. They inspire their companions with a powerful presence, emboldening them to push past their limits and achieve greatness.

As a Barbarian following the Path of the Wrestler, you thrive in the chaotic dance of combat. Your body is a weapon, honed through years of training and instinct. The ring is your sanctuary, where you unleash your raw power and aggression. Each grapple and strike is an expression of your untamed spirit, fueled by the cheers of the crowd. In the heat of battle, you embody the primal essence of a warrior, overpowering your opponents with a relentless force that shakes the very foundation of the arena.

Wrestling Savvy

At 3rd level, you gain proficiency in Athletics and Perfomance skills if you don’t already have them.

Wrestler's Performance

Also at 3rd level, you learn wrestling maneuvers that are fueled by special dice called performance dice.

Maneuvers. You learn three wrestler maneuvers of your choice (detailed 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 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Performance Dice. You have four performance dice, which are d6s. A performance die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. 

Unarmed Strikes. Your unarmed strikes deal 1d4 bludgeoning damage. The damage increases to 1d6 at 9th level, and 1d8 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 Charisma modifier (your choice).

Maneuvers

The maneuvers are presented in alphabetical order. 

Body Slam

When you successfully grapple a creature, you can expend one performance die to perform a powerful body slam. Make a special melee attack with advantage against the grappled creature. On a hit, it takes bludgeoning damage equal to the performance die roll, and it must make a Strength saving throw or be knocked prone.

Bone Breaker

When you hit a creature with an unarmed strike, you can expend one performance die to target its vulnerable joints. The target must make a Dexterity saving throw. On a failed save, it takes additional damage equal to the performance die roll and has its movement speed halved until the end of its next turn.

Chokehold

When you successfully grapple a creature, you can expend one performance die and use a bonus action to apply a deadly chokehold. The grappled creature must
make a Constitution saving throw. On a failed save, it takes damage equal to the performance die roll at the start of its turn and is incapacitated until the end of your next turn.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one performance die and add the performance die to the ability check.

Distracting Strike

When you hit a creature, you can expend one performance die to distract the creature, giving your allies an opening. You add the performance 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.

Evasive Footwork

When you move, you can expend one performance die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one performance die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the performance die to the attack’s damage roll.

Goading Attack

When you hit a creature, you can expend one performance die to attempt to goad the target into attacking you. You add the performance 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.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one performance 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.

Ground & Pound

When you successfully knock a creature prone, you can expend one performance die and use a bonus action to unleash a barrage of strikes. Make two unarmed strike
attacks against the prone creature. Each attack deals additional bludgeoning damage equal to the performance die roll.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one performance 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.

Mighty Lift

When you successfully grapple a creature, you can expend one performance die to demonstrate your incredible strength. You can lift the grappled creature overhead and throw it a distance of up to 10 feet per point of your Strength modifier, causing it to fall prone and take damage equal to the performance die roll upon landing.

Pushing Attack

When you hit a creature, you can expend one performance die to attempt to drive the target back. You add the performance 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.

Rally

On your turn, you can use a bonus action and expend one performance 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 performance die roll + your Charisma modifier.

Takedown

When you successfully grapple a creature, you can expend one performance die to forcefully bring it to the ground. The grappled creature is knocked prone, and it takes bludgeoning damage equal to the performance die roll.

Trip Attack

When you hit a creature, you can expend one performance die to attempt to knock the target down. You add the performance 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.

Unyielding Wrestler

Starting at 6th level, your proficiency bonus is doubled for any Strength (Athletics) checks you make to grapple a creature, and your unarmed strikes deal an additional amount of damage equal to your Constitution modifier. Additionally, when you successfully grapple a creature, your speed is not halved.

Expert Grappler

Starting at 10th level, your mastery of grappling and wrestling makes it incredibly difficult for creatures to escape your grasp. When you successfully grapple a creature, it has disadvantage on Strength (Athletics) checks or Dexterity saving throws made to escape the grapple.

Ultimate Dominance

At 14th level, your dominance over your foes in closequarters combat is unmatched. Whenever you successfully maintain a grapple on a creature, it suffers the following additional effects:

  • The grappled creature takes bludgeoning damage
    equal to your Strength modifier at the start of each of
    its turns while you maintain the grapple.
  • The grappled creature can’t take reactions.

In addition to these effects, while grappling a creature, you gain the following benefits: 

  • You have advantage on all Strength (Athletics)
    checks made to maintain the grapple.
  • Your AC increases by 1, or 2 if the creature is one
    size category larger than yourself.

Previous Versions

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