Base Class: Barbarian
"You know that a true man does not shoot his enemy from afar or stab them in the back. A true man leaps onto a flying dragon, grabs its wings, and suplexes it into the ground—while insulting its mother!" This is how Luchador Barbarians think. To them, the best tactic is the one that makes for the best story. They despise those who value only efficiency in combat, believing it just leads to shorter songs about the battle.
Level 3: Time For A Good Show
What’s the point of a fight if no song is sung or story is told about it? You are a master at making every battle a spectacle, filled with twists, dramatics, and—above all—pizzazz. You gain the following benefits:
- Dramatic Performer: You gain proficiency in Performance and Acrobatics. If you already have proficiency in one of these skills, you gain expertise in it instead.
- Strength in Style: You can use your Strength modifier instead of Dexterity for Acrobatics checks and instead of Charisma for Performance checks.
- Bonus Action Grapple: When you make an unarmed strike against a creature on your turn, you can attempt to grapple them as a bonus action.
- Wrestler’s Mask: While wearing your mask, creatures have disadvantage on Insight checks to determine your true identity or see through your deceptions.
Level 3: Fists of Glory
You have trained your body to fight without weapons, believing that a battle should last long enough for the crowd to enjoy the show.
- Mighty Blows: Your unarmed strikes count as weapon attacks and deal 1d8 + Strength modifier damage. This increases to 1d10 at level 5, 1d12 at level 11, and 2d6 at level 17.
- Unrelenting Fighter: your unarmed strikes count as magical for overcoming resistances.
Level 6: Grapplers Moves
Your mastery of grappling allows you to turn your enemies into mere playthings, tossing them around like ragdolls. While raging when you have a creature grappled, you can end the grapple as a bonus action to perform one of the following finishing moves:
- Supplex: You leap into the air while holding the grappled creature and slam them into the ground. The creature takes damage equal to three rolls of your unarmed strike die and must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failure, they land prone in a space within 5 feet behind you and they have disadvantage on dexterity, strength and constitution saving throws until the start of your next turn. If no space is available, they land prone in the nearest unoccupied space.
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Power Throw: You hurl the grappled creature up to 15 feet away. If they collide with a creature or solid object, they take damage equal to four rolls of your unarmed strike die. They must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failure, they land prone. If no space is available, they land in the nearest unoccupied space.
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Ippon seoi nage: You perform a judo throw, flipping the enemy over your shoulder and slamming them to the ground. The creature takes damage equal to three rolls of your unarmed strike die and must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failure, they land prone in a space within 5 feet in front of you and their AC is reduced by two until the end of your next turn. If no space is available, they land prone in the nearest unoccupied space.
Level 10: Stay Down!
The moment someone hits the ground, you ensure they stay there—in the most spectacular way possible. While raging when a creature within 30 feet of you falls prone, you can use your reaction to perform one of the following wrestling moves:
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The Knee: You rush toward the prone creature and deliver a flying knee strike, dealing damage equal to your unarmed strike die and knocking them 15 feet away.
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Bringing the Hammer: You drop onto the prone enemy, reducing their movement speed to 0 until the end of your next turn.
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Baseball: You hurl the prone creature toward an ally within 10 feet. The thrown creature must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failure, your ally can make an opportunity attack against them.
Level 14: Grand Finale
You become the ultimate embodiment of battle and performance, blending combat and spectacle into a perfect symphony. While raging, you gain the following benefits:
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Making an Impression: When you reduce a creature to 0 hit points or use Stay Down! or Grappler’s Moves, each creature of your choice within 30 feet must make a Charisma saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failure, they are charmed or frightened (your choice). you can use this once per round.
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Beat Up: When you land an unarmed strike against a grappled creature, you can roll one additional damage die.
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Some Confidence: When you use Stay Down! or Grappler’s Moves, you gain temporary hit points equal to two rolls of your unarmed strike die, lasting until the start of your next turn.
Previous Versions
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3/3/2025 5:10:49 PM
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Posted Sep 8, 2025hi im the creator of this masterpiece You must read this subclass in a spanish accent