Barbarian
Base Class: Barbarian

Signature Moves

Starting at 3rd level, a Pro-Wrestler develops a set of Signature Moves that he can use during combat. These signature moves are typically extravagant, but also very effective. A Pro-Wrestler who has Signature Moves initially starts with 5 Signature Points which are used when making a Signature Move attack.

Each attack costs 1 or more Signature points and may require targets to be prone or grappled. A Pro-Wrestler can only spend a number of points up to their level and regains spent points after a long rest. For High Risk moves, failure to land the attack will result in a Botched Attack. Botched Attacks result in the wrestler taking full damage and the wrestler falling prone. 

At 6th, 10th, and 14th levels, Pro-Wrestlers gain 3 additional Signature Points.

Finishers are unlocked at level 12


Moves

Lifting Techniques- can only be performed while grappling opponent unless otherwise specified.

Signature Move

Point Cost

Damage

Description

Body Slam

2

1d6

You lift your opponent up and throw it down hard onto any adjacent square. The target must succeed a CON save or fall prone—if thrown onto another creature, both take damage and must roll saving throws.

Pile Driver

2

1d6

Hold your opponent upside down and drop down hard to the floor, right on their head. The target must succeed on a CON saving throw or be stunned for one round

DDT

2

1d6

Wrap your arm around your opponent's head and drop their face into the ground. Target is laid out prone

 

Ground Strikes – performed on a prone opponent, no grapple required.

Signature Move

Point Cost

Damage

Description

Stomp

2

1d4

If the targeted body part has been damaged by a Submission during the encounter, you can re-trigger the Submission's effect for the following round (ie. if you Stomp the knee of an opponent who you previously locked into a Figure Four, you re-trigger the "halved movement" penalty for the following round.)

Mounted Punches

3

1d4

Roll a d4, and you may attempt to make that many Unarmed Strikes directly to the opponent's face--Attack rolls required for each.

Elbow Drop

1

1d6

Classic elbow drop, the target can be automatically grappled afterward.

 

Submission Holds– performed on a prone opponent, grapple required. Primarily used to immobilize and cause damage to body parts.

Signature Move

Point Cost

Damage

Description

Choke

1

1d4

Target is Silenced for one round

 Figure Four

1

1d4

Immobilizes opponent for the duration and halves their movement for the following round.

Arm-bar

1

1d4

Immobilizes opponent for the duration and halves their damage for the following round.

Cross-face

1

1d4

Immobilizes the opponent, and the target is blinded and silenced for the following round.

Sleeper Hold

1

1d4

The target falls asleep until the start of his next turn.

 

Charge Attacks – must be performed after moving a minimum of 10 feet toward the opponent. No grapple required.

Signature Move

Point Cost

Damage

Description

Clothesline

2

1d6

Target is laid out prone.

 Drop Kick

2

1d6

You land prone, but the target is knocked back up to 10 feet. If they collide with other creatures, those creatures also take the damage.

 

High Risk – leaping attacks that require player to be falling from at least 10ft.

Signature Move

Point Cost

Damage

Description

Flying Clothesline

3

2d6

Target is laid out prone.

 Frog Splash

4

4d6

Only against a prone opponent

 

Finishers– Only usable after a successful attack, and if the opponent is at or below ½ HP. Attempting while the target is above half health has a 50% chance to result in a Botched Attack.

Finisher

Point Cost

Damage

Description

Jackhammer

5

10d6

With unbelievable power, you hoist your opponent high into the air, holding them vertically for up to five seconds before twisting your body and slamming them back down onto the ground. Target is stunned for 1 round and is automatically Grappled.

Tombstone

5

10d6

With terrifying ease, you twist your unsuspecting opponent upside-down, their head held just a few feet off the ground—before dropping heavily to your knees and yanking downward, crushing their neck and smashing their face several inches into the earth. Target is Paralyzed for 1 round and automatically Grappled.

Claymore Kick

5

11d6

You run 15 feet and deliver a double foot jumping dropkick. This attack knocks the target back 10 feet and they must make a CON Save or be knocked prone. You are knocked prone as a result of the attack.

RKO

5

10d6

With great power and precision you grab the enemy's head and drive it into the ground behind your shoulder as you fall to the ground.

This RKO can be performed "Out of Nowhere" by using your reaction to perform this finisher when an adjacent enemy is attacked by a friendly unit. This Finisher can be performed "Out of Nowhere" regardless of if you are prone or not, but otherwise requires both you and the opponent to be standing. This finisher can only be performed "Out of Nowhere" once and you must finish a long rest before performing "Out of Nowhere" again.

Pro-Wrestling Improvised Weapons

As a bonus action, a Pro-Wrestler may grab a nearby object and use it as a temporary weapon. The Pro-Wrestler has Proficiency with this improvised weapon and it deals a type of damage most relevant to its form (Piercing for scissors, Bludgeoning for THE CHAIR, etc.,).

An improvised weapon also deals damage based on its size, weight, and handed-ness which is detailed in the Pro-Wrestling Improvised Weapons table.

Pro-Wrestling Improvised Weapons

Improvised Weapon Size

Typical Weight

Damage (One-Handed/Two-Handed)

Number of Uses (One-Handed/Two-Handed)

Small

0 lbs - 10lbs

1d8/1d10

8/4

Medium

11 lbs - 30lbs

1d8/2d6

6/3

Large

31 lbs - 100 lbs

-/2d10

-/2

 

Additionally, these Improvised Weapons can be thrown with a range of 10ft/25ft.

Macho Madness

While enraged, you may perform one of your Signature Moves as normal, declaring Macho Madness. This attack deals an additional number of dice equal to half your total level (rounded down) and has advantage. Also, any effects or conditions inflicted by the Signature Move last for an additional 1 round, if possible.

After performing the move while in Macho Madness, you rage immediately ends and you are exhausted for 1 round. If your opponent is reduced to 0 or less hit points by this attack, instead you are not exhausted and your rage still ends.

Signature Moves

Starting at 3rd level, a Pro-Wrestler develops a set of Signature Moves that he can use during combat. These signature moves are typically extravagant, but also very effective. A Pro-Wrestler who has Signature Moves initially starts with 5 Signature Points which are used when making a Signature Move attack.

Each attack costs 1 or more Signature points and may require targets to be prone or grappled. A Pro-Wrestler can only spend a number of points up to their level and regains spent points after a long rest. For High Risk moves, failure to land the attack will result in a Botched Attack. Botched Attacks result in the wrestler taking full damage and the wrestler falling prone. 

At 6th, 10th, and 14th levels, Pro-Wrestlers gain 3 additional Signature Points.


Choosing Attacks

Attacks are broken into 6 different categories: Lifting Techniques, Ground Strikes, Submission Holds, Charge Attacks, High Risk, and Finishers

You may choose 1 Lifting Technique and 1 Ground Strike starting at level 3. At levels 6 and 10, you may choose an additional Signature Move from each of those categories. Starting at level 3, you may choose 2 Submission Holds. At levels 6 and 10, you may choose an additional Submission Hold. Starting at level 6, you may choose 1 Charge attack and may choose 1 more at level 10. Starting at level 10, you may choose 1 High Risk attack and an additional attack at level 14.


Finishers are unlocked at level 14

Charge Attack - Clothesline

Special Move Point Cost: 2
Must be performed after moving at least 10 ft from opponent. Target is laid out prone.

Charge Attack - Drop Kick

Special Move Point Cost: 2
You land prone, but the target is knocked back up to 10 feet. If they collide with other creatures, those creatures also take the damage.

Ground Strike - Elbow Drop

Special Move Point Cost: 1
Classic elbow drop, the target can be automatically grappled afterward.

Ground Strike - Mounted Punches

Special Move Point Cost: 3
Roll a d4, and you may attempt to make that many Unarmed Strikes directly to the opponent's face--Attack rolls required for each.

Ground Strike - Stomp

Special Move Point Cost: 2
If the targeted body part has been damaged by a Submission during the encounter, you can re-trigger the Submission's effect for the following round (ie. if you Stomp the knee of an opponent who you previously locked into a Figure Four, you re-trigger the "halved movement" penalty for the following round.)

High Risk - Flying Clothesline

Special Move Point Cost: 3
Leaping attack that must be performed by moving at least 10 ft towards opponent from air. Target is laid out prone.

High Risk - Frog Splash

Special Move Point Cost: 4
Leaping attack that must be performed after moving at least 10 ft from target in air and only against a prone opponent.

Lifting Technique - Body Slam

Special Move Point Cost: 2
Can only be performed while grappling opponent unless otherwise specified.

Lifting Technique - DDT

Special Move Point Cost: 2
Wrap your arm around your opponent's head and drop their face into the ground. Target is laid out prone

Lifting Technique - Pile Driver

Special Move Point Cost: 2
Hold your opponent upside down and drop down hard to the floor, right on their head. The target must succeed on a CON saving throw or be stunned for one round

Submission Hold - Arm Bar

Special Move Point Cost:1
Immobilizes opponent for the duration and halves their damage for the following round. Must be preformed on a prone and grappled opponent.

Submission Hold - Choke

Special Move Point Cost: 1
Target is Silenced for one round. Must be performed on a prone and grappled opponent.

Submission Hold - Cross Face

Special Move Point Cost: 1
Immobilizes the opponent, and the target is blinded and silenced for the following round. Must be performed on a prone and grappled opponent.

Submission Hold - Figure Four

Special Move Point Cost: 1
Immobilizes opponent for the duration and halves their movement for the following round. Must be performed on a prone and grappled opponent.

Submission Hold - Sleeper Hold

Special Move Point Cost: 1
The target falls asleep until the start of his next turn. Must be performed on a prone and grappled opponent.

Inter-Continental Heavy Weight World Champion

At 14th level, a Pro-Wrestler becomes an indomitable physical force. The Pro-Wrestler gains resistance to all damage types except psychic damage. In addition, they gain a number of temporary Signature Points equal to 1/4 their total level (rounded down) while raging which reset after the rage ends.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Precesnse

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Previous Versions

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11/15/2023 1:12:11 AM
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