Fighter
Base Class: Fighter

3rd - Trained Body - Wrestling Moves

7th - Confidence on the Mat

10th - Improved Moves

15th - Wrestler's Prowess

18th - Deadly Pin

Trained Body

When you take this archetype at 3rd level, you gain proficiency in Athletics and Acrobatics. If you already have proficiency, it becomes expertise. When not wearing armor, you gain an AC equal to 10 + your Strength Modifier + your Dexterity Modifier. Your Unarmed Strikes also change. When not holding anything in your hands, you can use the following attack in the place of your Unarmed Strike:

Range: 5 feet; 1 target; To Hit: Prof. Bonus + Str. Mod; Damage: 1d6 + Str. Mod

Wrestling Moves

When you take this archetype at 3rd level, you gain access to special moves that you can use in combat. However, you cannot use them if you are wearing Medium or Heavy Armor, or wielding something in your hand. When the previous restrictions are met, you gain access to your Wrestling Die (d8's). You have a number of die equal to your fighter level. You regain any expended die at the end of a long rest. You can use the die in the following ways:

  • Shot - (1 die) - (Action) - You lunge forward and slam into your opponent's legs to take them down. You can move forward 5 feet and then attempt to grapple a creature. You can add the Wrestling Die to the grapple roll. If successful, the target also takes an amount of bludgeoning damage equal to the number rolled on the die.
  • Sprawl - (1 die) - (Reaction) - You fall to the ground and then almost immediately back up again. If you are targeted by an attack that you can see it's point of origin, you gain bonus AC equal to the number rolled on the Wrestler Die. This lasts until the end of the turn of whatever attacked you.
  • Escape - (1 die) - (Bonus Action/Reaction) - You attempt to escape the grasp of a creature or an effect. When making a check or save to either end or avoid to restrained or grappled condition, you can expend one Wrestler Die and add the number rolled. You must do so before rolling the check or save. If the check or save is successful, you gain a bonus equal to the number rolled on the Wrestler Die on any Strength or Dexterity saves until the start of your next turn.
  • Slam - (1 die) - (Bonus Action) - You grasp your opponent and slam them into the ground. After successfully grappling an opponent, you can choose to knock them down as well. Roll one Wrestler Die The creature must make a Dexterity save (DC = your Strength or Dexterity score). On a success, the creature takes an amount of bludgeoning damage equal to half the number rolled on the Wrestler Die. On a fail, the creature takes full damage and you both are knocked prone. If they fail by more than 10 - your Proficiency Bonus, they are also stunned until the start of your next turn.

Confidence on the Mat

Starting at 7th level, you are able to dominate your opponent and strike fear or awe in those watching. You gain proficiency in Performance and Intimidation. Whenever you expend a Wrestler Die, you can also make a Performance check or Intimidation check (DC 17 - your Charisma modifier). The following effects are available on a success: If you chose Performance, any allies within 30 feet of you have the frightened condition removed from them. If they are not frightened, they gain Temporary Hit Points equal to the number rolled on the Wrestler Die; If you chose Intimidation, any hostile creature within 30 feet that can see you becomes frightened of you.

Improved Moves

Your training has greatly improved your Wrestling Moves, as well as given you new options. For previous options, you can roll two Wrestling Die and use both rolls in the aforementioned descriptions: 

  • Shot - (1-2 die) - (Action) - You lunge forward and slam into your opponent's legs to take them down. You can move forward 5 feet and then attempt to grapple a creature. You can add the Wrestling Die to the grapple roll. If successful, the target also takes an amount of bludgeoning damage equal to the number rolled on the die.
  • Sprawl - (1-2 die) - (Reaction) - You fall to the ground and then almost immediately back up again. If you are targeted by an attack that you can see it's point of origin, you gain bonus AC equal to the number rolled on the Wrestler Die. This lasts until the end of the turn of whatever attacked you.
  • Escape - (1-2 die) - (Bonus Action/Reaction) - You attempt to escape the grasp of a creature or an effect. When making a check or save to either end or avoid to restrained or grappled condition, you can expend one Wrestler Die and add the number rolled. You must do so before rolling the check or save. If the check or save is successful, you gain a bonus equal to the number rolled on the Wrestler Die on any Strength or Dexterity saves until the start of your next turn.
  • Slam - (1-2 die) - (Action) - You grasp your opponent and slam them into the ground. After successfully grappling an opponent, you can choose to knock them down as well. Roll one Wrestler Die The creature must make a Dexterity save (DC = your Strength or Dexterity score). On a success, the creature takes an amount of bludgeoning damage equal to half the number rolled on the Wrestler Die. On a fail, the creature takes full damage and you both are knocked prone. If they fail by more than 10 - your Proficiency Bonus, they are also stunned until the start of your next turn.
  • Cradle - (2 die) - (Action) - You contort you opponent's body into painful positions that can cause serious damage. When you are currently grappling a creature, you can put them into a cradle position. Upon doing so, make an Athletics or Acrobatics check, contested with their Acrobatics or Athletics check. If you succeed, they are put into a cradle. They take bludgeoning damage equal to two of your Wrestler Die roll. On a fail, the creature takes only half damage. Success or fail, you both fall prone. While in the cradle position, they can attempt to break free as an action, making another Athletics or Acrobatics check. However, once put into the position, they have disadvantage to break free. As your action, you can spend one more Wrestler Die and deal bludgeoning damage equal to the number rolled. If you have no more Wrestler Die left, the creature does not have disadvantage on their attempts to break free.

Wrestler's Prowess

Once you reach 15th level, you have conditioned you body to withstand the most difficult and taxing situations. You can enter a period of Wrestler's Prowess: Upon entering the Wrestler's Prowess as a bonus action, you gain 3d8 temporary hit points, which last until the period ends. The Wrestler's Prowess lasts for 1 minute and ends early if you are incapacitated or knocked unconscious. While in the Wrestler's Prowess, you gain advantage on any roll made to attempt to grapple a creature. Also, when you spend a Wrestler Die, you can perform the ability without actually spending the die. For example, if you entered your Wrestler's Prowess with 3 Wrestler Die, you can use as many Wrestling Moves as you would like and when the period ends, you still have 3 die. However, when your Wrestler's Prowess ends, you gain one level of exhaustion. You can use this feature once per long rest.

Deadly Pin

Once you reach 18th level, you have reached the peak of your skill. You can add a deadly twist to your moves. When you have another creature successfully cradled or grappled/restrained and prone, you can break your opponent's body, causing lasting damage. As an action, you can spend 5 Wrestler Die to cripple you opponent. You can choose to deal bludgeoning damage equal to all three Wrestler Die rolled, or you can sacrifice up to 3 of these damage die to cause one of the following effects (roll a d6, rerolling on repeats):

  1. The creature's legs were exceptionally crushed. Their movement speed is reduced by half. This lasts for 1 minute.
  2. The creature has internal bleeding. They take 1d4 additional necrotic damage each time they take damage for the next round.
  3. The creature is under extreme pain. The next time they are hit by an attack, they are stunned.
  4. The creature is dizzy and unstable. They have disadvantage on any saving throws and skill checks for 1 minute.
  5. The creature's arms were exceptionally crushed. They have disadvantage an all attack rolls for 1 minute.
  6. Something broke. The creature's max HP is reduced by the amount of damage taken by the Deadly Pin feature until they take a long rest. 

You can use this feature once per long rest.

Trained Body

When you take this archetype at 3rd level, you gain proficiency in Athletics and Acrobatics. If you already have proficiency, it becomes expertise. When not wearing armor, you gain an AC equal to 10 + your Strength Modifier + your Dexterity Modifier. Your Unarmed Strikes also change. When not holding anything in your hands, you can use the following attack in the place of your Unarmed Strike:

Range: 5 feet; 1 target; To Hit: Prof. Bonus + Str. Mod; Damage: 1d6 + Str. Mod + 2

Wrestling Moves

When you take this archetype at 3rd level, you gain access to special moves that you can use in combat. However, you cannot use them if you are wearing Medium or Heavy Armor, or wielding something in your hand. When the previous restrictions are met, you gain access to your Wrestling Die (d8's). You have a number of die equal to your fighter level. You regain any expended die at the end of a long rest. You can use the die in the following ways:

  • Shot - (1 die) - (Action) - You lunge forward and slam into your opponent's legs to take them down. You can move forward 5 feet and then attempt to grapple a creature. You can add the Wrestling Die to the grapple roll. If successful, the target also takes an amount of bludgeoning damage equal to the number rolled on the die.
  • Sprawl - (1 die) - (Reaction) - You fall to the ground and then almost immediately back up again. If you are targeted by an attack that you can see it's point of origin, you gain bonus AC equal to the number rolled on the Wrestler Die. This lasts until the end of the turn of whatever attacked you.
  • Escape - (1 die) - (Bonus Action/Reaction) - You attempt to escape the grasp of a creature or an effect. When making a check or save to either end or avoid to restrained or grappled condition, you can expend one Wrestler Die and add the number rolled. You must do so before rolling the check or save. If the check or save is successful, you gain a bonus equal to the number rolled on the Wrestler Die on any Strength or Dexterity saves until the start of your next turn.
  • Slam - (1 die) - (Action) - You grasp your opponent and slam them into the ground. After successfully grappling an opponent, you can choose to knock them down as well. Roll one Wrestler Die The creature must make a Dexterity save (DC = your Strength or Dexterity score). On a success, the creature takes an amount of bludgeoning damage equal to half the number rolled on the Wrestler Die. On a fail, the creature takes full damage and you both are knocked prone. If they fail by more than 10 - your Proficiency Bonus, they are also stunned until the start of your next turn.

Confidence on the Mat

Starting at 7th level, you are able to dominate your opponent and strike fear or awe in those watching. You gain proficiency in Performance and Intimidation. Whenever you expend a Wrestler Die, you can also make a Performance check or Intimidation check (DC 17 - your Charisma modifier). The following effects are available on a success: If you chose Performance, any allies within 30 feet of you have the frightened condition removed from them. If they are not frightened, they gain Temporary Hit Points equal to the number rolled on the Wrestler Die; If you chose Intimidation, any hostile creature within 30 feet that can see you becomes frightened of you.

Wrestler's Prowess

Once you reach 15th level, you have conditioned you body to withstand the most difficult and taxing situations. You can enter a period of Wrestler's Prowess: Upon entering the Wrestler's Prowess as a bonus action, you gain 3d8 temporary hit points, which last until the period ends. The Wrestler's Prowess lasts for 1 minute and ends early if you are incapacitated or knocked unconscious. While in the Wrestler's Prowess, you gain advantage on any roll made to attempt to grapple a creature. Also, when you spend a Wrestler Die, you can perform the ability without actually spending the die. For example, if you entered your Wrestler's Prowess with 3 Wrestler Die, you can use as many Wrestling Moves as you would like and when the period ends, you still have 3 die. However, when your Wrestler's Prowess ends, you gain one level of exhaustion. You can use this feature once per long rest.

 

Deadly Pin

Once you reach 18th level, you have reached the peak of your skill. You can add a deadly twist to your moves. When you have another creature successfully cradled or grappled/restrained and prone, you can break your opponent's body, causing lasting damage. As an action, you can spend 5 Wrestler Die to cripple you opponent. You can choose to deal bludgeoning damage equal to all five Wrestler Die rolled, or you can sacrifice up to 3 of these damage die to cause one of the following effects (roll a d6, rerolling on repeats):

  1. The creature's legs were exceptionally crushed. Their movement speed is reduced by half. This lasts for 1 minute.
  2. The creature has internal bleeding. They take 1d4 additional necrotic damage each time they take damage for the next round.
  3. The creature is under extreme pain. The next time they are hit by an attack, they are stunned.
  4. The creature is dizzy and unstable. They have disadvantage on any saving throws and skill checks for 1 minute.
  5. The creature's arms were exceptionally crushed. They have disadvantage an all attack rolls for 1 minute.
  6. Something broke. The creature's max HP is reduced by the amount of damage taken by the Deadly Pin feature until they take a long rest. 

You can use this feature once per long rest.

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