Base Class: Fighter
A professional wrestler that utilizes his powerful grasp and a wide brawling knowledge to weaken his opponents, reposition them and take them down together with your companions
Mountain of muscle
Because of your strength and technique, you are now able to move with grappled enemies for half the movement.
You can still perform unarmed strikes on the grappled enemy (even with your legs if needed) or anyone around you without disadvantage. Extra attack also works with your grapples.
Wrestler techniques
You learn three techniques of your choice. Many techniques enhance an attack in some way. You can use only one technique per attack. You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Strength modifier
Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks. If the target isn't willing, you can try to grapple it.
Brace
When a creature you can see moves into your reach, you can use your reaction to expend one superiority die and make a grapple against the creature.
Bulldog
When you have an enemy in your grasp, you can expend one superiority die to attempt to knock the target down. You perform an unarmed strike, and add the superiority die to the attack's damage roll. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. If you have two targets you can attack and trip them both by performing a twin bulldog.
Double knee armbreaker
When you have an opponent in your grasp, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You perform an unarmed strike, and add the superiority die to the attack's damage roll. The target must make a strength saving throw. On a failed save, it drops the object you choose. The object lands at your feet.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.
Irish whip
When you push an enemy, you can choose to expend your superiority die to choose the distance of it, you can now perform an unarmed attack, which you add your superiority dice to. The creature behind it also receives the dice damage. If the enemy has a solid object behind it, the superity dice is doubled.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
You can instlantly grapple the creature with disadvantage, as you have now been wounded and are in pain.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a grapple contest against the creature. If you win, you add the superiority die + your str modifier to an enemy's attack roll, and forcefully make him strike himself with his own weapon for half the damage he would've normally done.
Tag team
When you have a grappled enemy you can use a bonus action to direct one of your companions to help you in fight. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately run up to you for half the movement and use its reaction to make a help action.
Master restrainer
You can now hold two enemies one size below your maximum with no drawbacks, if at least one of them is equal to your maximum grappling size it gets advantage on escaping your grasp. Grappled enemies cannot use reactions.
Team player
You move speed is no longer reduced when you hold to an enemy. When receiving a help action, you gain access to new powerful duo moves.
Double bulldog / Assisted twin bulldog
A bulldog that has double the damage of your unarmed strike and gives the opponent a disadvantage on its prone strength saving throw.
Double arm wringer head slam
A double arm wringer followed up by duo-slamming the head into the ground.
The enemy must perform a strength saving throw for each occupied hand. For each fail it drops one of the items on the ground. The following slam deals triple your unarmed damage.
Rockerplex
Can only be used if you or your companion stands at least 5ft higher than the other one. One of you lifts the enemy up in a vertical suplex while the other one falls on the enemy. The opponent receives the effect of the fall as if it fell twice the distance the attacker did. The attacker remains unharmed.
Unstoppable
Starting at 15th level, whenever you willingly let go of an enemy, you are able to grapple another enemy as a free action. The previously held opponent must switch places with the grappled target.
Agile brawler
Your move speed increases by 20ft, and you add your strength modifier to your initiative
Previous Versions
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