Barbarian
Base Class: Barbarian

Barbarians were born for combat. Fueled by a thirst for battle and with weapon in hand they charge head long towards danger, ready to face whatever foe comes their way. But for some barbarians- the most courageous- they face their enemies with nothing more than their bare hands and their superior athleticism. Wrestlers don't need a weapon- they are the weapon. 

These barbarians walk the path of the wrestler. A path that brings these warriors closer to their opponents than most would dare. Their will to win- insurmountable. Their technique-perfect. Quiet confidence on the surface is just a façade masking the rage bubbling just beneath the surface. Every drop in an enemies defense is an opportunity for the wrestler to deliver a punishing submission causing them to scream out for mercy- but there's none to be found. The devastation has only just begun. 

Living Weapon

While barbarians usually wield axe or sword to destroy their enemies you have trained your body to be its own weapon. Beginning at level 3 you can use a d4 to calculate the damage from your unarmed strikes. The damage die increase when you reach 6th, 10th, and 14th level.  

Full Guard

Wrestling has made you comfortable offensively and defensively while on the ground. When you choose this path at 3rd level, you no longer suffer any of the ill effects from being prone.

Submissions

Submissions. You learn three submissions of your choice, which are detailed under “submissions” below. Many submissions enhance an attack in some way. You can use only one submission per attack.

You learn two additional submissions of your choice at 6th, 10th, and 14th level. Each time you learn new submissions, you can also replace one submission you know with a different one.

Submission Dice. You have four submission dice, which begin as d8s and increase as you gain levels. A submission die is expended when you use it. You regain all of your expended submission dice when you finish a short or long rest.

You gain another submission die at 6th level and one more at 14th level.

Saving Throws. Some of your submissions require your target to make a saving throw to resist the submissions effects. The saving throw DC is calculated as follows:

Submission save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). 

 

 

Arm Bar

As a bonus action while grappling a target you can expend one submission die to catch your target in an arm bar. Roll the submission die and deliver that number + your proficiency bonus as additional damage. You may repeat this submission adding the damage rolled as a bonus action in following rounds without using an another submission die as long as you have not performed any other submissions and the target is still grappled.

Double Leg Takedown

Prior to taking the attack action on your turn you may expend one submission die to execute a skillful takedown of your opponent. Roll a submission die and add it to your attack roll. If you successfully hit your target they take the number rolled in bludgeoning damage and they are knocked prone.

Drop Kick

When you move at least 10 Ft in a straight line and immediately take the attack action you may expend one submission die and attempt to drop kick your target. On a successful hit, you can add the number rolled on the submission die to the attacks damage and the target must succeed on a strength or dexterity save (their choice) against your submission save DC or be knocked back 10ft.

Escape

When you use your action to attempt to escape from being grappled or restrained you can expend one submission die to aid in the effort. Roll the die and add it to your saving throw.

Eye Gouge

When you hit a target with an unarmed strike you may expend one submission die to attempt to gouge its eyes. Add the submission die to the attacks damage roll. The target must succeed on a constitution saving throw against your submission save DC or be blinded until the start of your next turn.

Figure 4 Leg lock

As a bonus action while grappling a target you can expend one submission die to catch your target in a figure 4 leg lock. The target must make a strength saving throw against your submission save DC. On a successful save the submission fails but the target is still considered grappled. On a failed save the target takes the submission die + your proficiency bonus in force damage and their speed is halved for 1 minute. 

Flow Control

When another creature hits you with a physical attack, you can use your reaction to control the flow of its momentum. Expend one submission die to reduce the damage by the number you roll on your submission die + your dexterity modifier.

Hip Toss

As a bonus action while grappling a target you can expend one submission die to attempt to perform a hip toss. The target must make a strength saving throw against your submission save DC. On a successful save the submission fails but the target is still considered grappled. On a failed save the target takes your submission die + your proficiency bonus in bludgeoning damage, is tossed 5 feet in a direction of your choosing and is considered prone. 

Level Change

When another creature hits you with a melee attack, you can use your reaction and expend one submission die to change your center of gravity. Roll your submission die and subtract that number from the creatures attack roll potentially causing it to miss.

Peoples Champion

When you make an intimidation, performance or persuasion check, you can expend one submission die and add the submission die to the ability check. 

Pin

As a bonus action while grappling a target you can expend one submission die to pin your target. The target must make a dexterity saving throw against your submission save DC. On a successful save the submission fails but the target is still considered grappled. On a failed save the target takes your submission die + your proficiency bonus in force damage and is considered restrained.  The target can use its action to repeat the saving throw on subsequent turns but takes the damage and is considered restrained until it succeeds.  

Sleeper hold

As a bonus action while grappling a target you can expend one submission die to catch your target in a sleeper hold. You may repeat this submission on subsequent turns without expending additional submission die as long as the target is still grappled. If the target is held in the sleeper hold for 3 consecutive turns they are rendered unconscious as if they had fallen asleep.  

Student Athlete

When you make an investigation, history or insight check, you can expend one submission die and add the submission die to the ability check.

Supplex

When you hit a target that is grappled by you with an attack you can expend one submission die to deliver a punishing supplex. The target takes 2D8 bludgeoning damage in addition to the number rolled on the submission die + your proficiency bonus. The damage increases to 4d8 at 10th level, 6d8 at 14th level and 8d8 at 20th level. 

Swonton Bomb

When you fall on a creature or breakable object from a height greater than 10 feet you can expend one submission die to perform a swonton bomb. Make an attack roll. On a miss you suffer the normal damage you would take from that fall. On a hit, you take no damage from the fall. Instead, roll your submission die. For every 10 feet you fall the target will take a multiple of this number in bludgeoning damage. For example if you roll a 5 on your submission die and fall from 40 feet the target would take 20 points of bludgeoning damage.  

Tag Team

When you’re within 5 feet of a creature on your turn, as a bonus action you can expend one submission 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 submission die. Until the start of your next turn, you or the other creature gains a bonus to AC equal to the number rolled.  

Triangle Choke

As a bonus action while grappling a target you can expend one submission die to catch your target in a triangle choke closing their airway. The target must succeed on a constitution saving throw against your submission save DC. On a successful save the submission fails. On a failed save the target takes the number rolled on your submission die + your proficiency bonus in force damage and is rendered unable to speak. The target can use its action to repeat the saving throw on subsequent turns but takes the damage and is unable to speak until they succeed.  

Weapon Wrench

While grappling a target you can expend 1 submission die and use a bonus action to force the target to make a strength saving throw against your submission save DC. On a failed save, the target drops the item by their feet and takes the number rolled on the submission die + your proficiency bonus as force damage. On a success, the target still take the damage but does not drop the item.  

Physical Prowess

Having grappled with all manners of creatures has cause you to reach a new level of athleticism. Starting at 6th level you find that you are more effective in close quarters combat.   

-Your unarmed strikes and submissions are considered magical when it comes to overcoming resistances. 

-You can grapple creatures 2 sizes larger than you.  

 

Pure Muscle

 Few humanoids can match your strength and speed. Beginning at 10th level you have expertise in the athletics skill and your walking speed is increased by 10 ft.   

Improved Submissions

At 10th level your Submission dice become d10's, at 14th level they become d12's and at 20th level they become d20's

Undisputed Champion

You have become the wrestling submission master. Starting at 14th level you are able to grapple creatures of any size.  

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