Base Class: Fighter
The wrestler is a charismatic melee fighter who uses his own body as his weapon of choice, executing feats of incredible power and athleticism to wow the crowds that gather to watch his exploits. Often gifted with exceptional strength, speed, and stamina, Wrestlers are capable of dealing out considerable amounts of damage, with tactics that tend to revolve around controlling the battlefield. Though notably less suited to fight very large enemies, they are still able to hold their own fairly well if they're smart about it, but clearing out similarly-sized foes is their specialty.
Level 3: Charismatic Warrior
Your Unarmed Strikes now deal 1d8 bludgeoning damage and you can use either your Dexterity or your Strength modifier for the attack and damage rolls for those attacks. In addition, when you use the Grapple or Shove option of your Unarmed Strikes, you can use your Dexterity or your Strength modifier to determine the save DC. And at the start of each of your turns, you can deal bludgeoning damage to one creature grappled by you equal to your Dexterity or Strength modifier.
Furthermore, you gain proficiency in the Intimidation and Performance skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Level 3: Wrestling Expert
You learn to perform special wrestling moves in combat. Whenever you take the Attack action on your turn, you can forgo your attacks to make a single Unarmed Strike against a target, if the attack hits, you can use one of your signature moves on it. You can perform these moves a number of times equal to your Proficiency Bonus. You regain 1 use of your moves when you deal a killing blow with a signature move or an Unarmed Strike to a creature. You regain all expended uses when you finish a Short or Long Rest. Immediately after performing one of these moves, you can make an Unarmed Strike as a Bonus Action.
Saving Throws. Your moves require your target to make a saving throw to resist the it's effects. The saving throw DC is calculated as follows:
Signature Move save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Signature Moves
You can perform the following signature moves:
Slam. If the target doesn't have all its hit points and is within 5 feet of you, you can perform a slam on it. The target must make a Strength saving throw. On a failed save, the creature takes 4d6 Bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage and isn't knocked prone.
Submission. If you start your turn with a grappled target or if the target has suffered a Slam and is within 5 feet of you, you can perform a submission hold on it. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 Bludgeoning damage and is restrained until the start of your next turn. On a successful save, the target takes half as much damage and isn't restrained.
Level 7: Tag Team Specialist
Whenever you activate your Second Wind with a Bonus Action you can bolster the resolve of your companions. Make a Performance check against your Signature Move DC, on a success you can choose up to three friendly creatures who can see or hear you. Those creatures gain Temporary Hit Points equal to thrice your Proficiency Bonus.
Level 10: Professional Wrestler
You gain one additional dice when determining the damage from your Signature Moves (five dice total). You gain one more dice when you reach Fighter level 18 (six dice total).
Level 15: Finisher
You learn a new devastating and high-impact Signature Move that can render your opponent dazed. Whenever a creature that is within 5 feet of you either has less than half its hit points or has suffered at least one other of your signature moves, you can perform your Finisher on it. The target must make a Constitution saving throw. On a failed save, the target takes 5d10 Force damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn’t stunned.
Level 18: Legendary Wrestler
When you take the Attack action on your turn, you can replace two of the attacks with a use of one of your Signature Moves.
Previous Versions
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5/20/2025 3:12:06 AM
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