Base Class: Fighter
Pro wrestling. Drama, stunts, strength, and pure adrenaline baby! You bring your muscles to the party, time to show those pesky jabronis what a real fighter can do.
Promo Battle
You cut a promo on the enemies in front of you. On your first turn of combat as a bonus action make a performance roll dc12. On success your attack rolls with Unarmed Strikes and Improvised Weapons can score a Critical Hit on a roll of 19 or 20 on the d20 for this encounter. If you fail your promo roll, any attack rolls of 1 or 2 during this encounter counts as a botched move, ending your turn. You may only cut as many promos as equal to your proficiency bonus, you regain these on a short or long rest.
Finishing Move
When you critically hit with an unarmed attack or an improvised weapon attack you can expend one Finisher point to perform a finishing move after your attack. They are as follows:
Stone Cold Stunner. After a quick kick to the midsection you grab your opponent by the neck and fall to your rear, slamming their face into your shoulder. The target becomes stunned until the start of your next turn.
Sweet Chin Music. You superkick your opponent for extra damage. The damage die of your critical hit is quadrupled instead of doubled.
Tombstone Piledriver. If your opponent is your size or smaller you lift them up, driving them headfirst into the ground paralyzing them. At the start of your opponent's turn they roll a dc12 con to end the paralysis.
Sharpshooter. You lock your opponent in a sharpshooter. Both of you become restrained. At the start of your opponent's turn they take 1d6+your STR modifier as force damage. They can then take an action make a strength dc12 to break free.
Clothesline From Hell. You rear back and strike your opponent with one hell of a clothesline to the throat. Your opponent becomes silenced. They can roll a dc14 con to end the effect at the end of their turn.
The Insano Eye Poke. You show no mercy, poking your opponent in the eye and blinding them until the start of your next turn.
Suplex
As a bonus action you can choose to end your grapple effect on an enemy by performing a suplex on them. Make an unarmed attack roll. On success deal 1d12+STR bludgeoning damage.
Sleeper Hold
You sneak up on an unsuspecting creature that's not in combat and lock on a sleeper hold. The enemy makes a strength check against your strength check. On failure the target becomes unconscious for 2 minutes.
Off The Top Rope
If you jump off an object of at least 10 feet tall you can make an unarmed attack at advantage, on hit the enemy takes the attack damage + all the fall damage you would have taken otherwise to a maximum of 20d6.
Tag Team Partner
Designate an ally as Tag Team Partner during your promo. Your partner can score a Critical Hit on a roll of 19 or 20 on the d20 for this encounter when your promo battle is a success.
When your partner critically strikes you can expend a Finisher Point as a reaction to perform a Tag Team Move.
3D. If both you and your partner are in melee range you can perform the 3D. Your partner lifts your opponent up and you grab them by the neck crashing them into the ground dealing 1d12+STR as bludgeoning damage.
Doomsday Device. If one of you is in melee and the other are at a higher vantage point you can perform the Doomsday Device. Whoever is in melee range lifts the opponent on their shoulders. The other partner jumps and clotheslines the opponent off his partners shoulder dealing 1d10+STR as bludgeoning damage 1d6 fall damage, as well as any fall damage the jumper would take to a maximum of 20d6.
Rocket Launcher. If both you and your partner are at least 30 feet away you can perform the Rocket Launcher. Your partner launches you up to 30 feet. Upon hitting your opponent you deal 1d10+STR as bludgeoning damage.
Poetry In Motion. If you are within your movement speed and your partner is in melee range you can preform Poetry In Motion. You partner falls to their hands and knees, you run and jump off their back colliding with the opponent dealing 1d10+STR damage.
World Champion
You gain the following for being the Champ:
Brawler. Your unarmed attacks become 1d12.
Kick out at 2. When making Death Saving Throws you have advantage whenever you are at two failures.
Stylin' and Profilin'. You gain advantage on all CHA based saving throws.
Comments