Barbarian
Base Class: Barbarian

Popular on the continent to south dominated by the Alliance of Sultans, Pro-Wrestlers are warriors who have honed their craft and fight for glory and entertainment much like Gladiators.

Different from Gladiators, however, Pro-Wrestlers also practice the art of acting and occasionally combine their skill sets in flashy events. Over time this desire for spectacle influenced the fighting styles Pro-Wrestlers used and became a school of its own.

Pro-Wrestlers are also known to be vicious opponents outside of shows and events and are regularly hired as personal body guards and mercenaries by Nobles looking to bolster their protection or an elite force. Their flashy moves inspire their allies and intimidate their foes while their unarmed (and occasionally improvised) brutal fighting style sends their enemies to the ground, making the Pro-Wrestler a dominant force in battle.

Most Pro-Wrestlers also gain some kind of following after a time, giving them access to the 'Wrestling Face' and 'Wrestling Heel' backgrounds when creating one.

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 to add various effects to their Signature Move attack.

When making an unarmed melee attack, you can declare the attack as a Signature Move. When you do so, choose one or more effects for the move to have from the table below. Each effect costs 1 or more Signature points and a single effect cannot be added more than once unless specially noted. A Pro-Wrestler can only spend a number of points up to their level and regains spent points after a long rest.

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

Signature Move Effect

Point Cost

Duration

Special
Grappled

1

1 round

While grappling as a result of a Signature Move effect, a Pro-Wrestler can perform a single attack as normal (including Signature Move attacks) only to the target being grappled. In addition, maintaining this effect costs 1 Signature Point per round beyond the first. This effect cannot be used with the Additional Target effect.

Prone

1

1 round

 

Stunned

1

1 round

 

Exhausted

1

1 round

You can spend 2 additional Signature Points to increase the level of Exhaustion by 1 multiple times, up to a maximum level of 3.

Blinded

1

1 round

 

Deafened

1

1 round

 

Frightened

1

1 round

 

Additional Target

(See Special)

(See Special)

This effect can be added to a Signature Move by spending 1 Signature Point for each additional target. These targets must be within 5ft of the first target and only receive half the damage done from the Signature Move's attack. This effect cannot be used with the Grappled effect.

Pro-Wrestling Combat Style

Unarmed Combat

A Pro-Wrestler is proficient in Unarmed attacks, using their fists, feet, head, and any part of their body they can use to deal damage.

The damage for a Pro-Wrestler's unarmed attacks is detailed in the Unarmed Combat Damage table.

Unarmed Combat Damage

Level

Damage Die

1st

1d6

2nd

1d6

3rd

1d6

4th

1d6

5th

1d8

6th

1d8

7th

1d8

8th

1d8

9th

1d10

10th

1d10

11th

1d10

12th

1d10

13th

2d6

14th

2d6

15th

2d6

16th

2d6

17th

2d8

18th

2d8

19th

2d8

20th

2d10

Pro-Wrestling Improvised Weapons

A Pro-Wrestler sometimes has the need or opportunity to deal extra damage using whatever is at their disposal. 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.

Finisher

While enraged, you may perform one of your Signature Moves as normal, declaring it as a Finisher. 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 Finisher, 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.

Champion's Belt

At 10th level, a Pro-Wrestler is considered seasoned enough to challenge a reigning Champion and have their challenge accepted. A Pro-Wrestler with this class feature can acquire a Champion's Belt by defeating another Champion (which can be done in character as a quest, or off-screen, at the DM's discretion). If it is decided to handle this off-screen, the Pro-Wrestler must succeed a Strength check, Constitution check, and Dexterity check each with a DC listed under one of the Champion Belt options below. If the Pro-Wrestler fails more than 1 of these checks, he is unsuccessful in taking the belt, and must wait 24 hours before attempting it again.

A Pro-Wrestler may continue to make challenges for other belts even after already acquiring one, but they must wait a least one week between each successful challenge.

Additionally, once per month a Champion may be challenged by another Pro-Wrestler (at the DM's discretion) for one of their belts. If the Champion loses this fight in one of the ways described above, then the Champion loses ownership of the belt and its abilities. The belt can be reacquired by issuing a challenge after waiting at least one month from when they lose it.

Once in possession of a belt, a Pro-Wrestler may equip the belt as a magical piece of equipment that can be attuned to and uses one of their 3 attunement slots. In addition, they can attune to a belt during a short rest, rather than over a 24 hour period. A Pro-Wrestler cannot be attuned to more than 1 belt at any given time.

Champion Belts

Champion Belt

Bonuses

STR/CON/Dex DC

Special Prerequisites

Hardcore Champion

Gain an additional 1d6 damage on attacks when lower than 3/4 your max health, and again at 1/2 and 1/4 max health.

 15/20/15

 

Champion of the Sultans

 

 

 Must be won during the yearly Gauntlet of Sultans event in the Alliance of Sultans.

 Elite Duo Champions

 When fighting alongside another Pro-Wrestler with the Elite Duo belt, each Pro-Wrestler is considered flanking so long as the other is adjacent to their target. Additionally when a Signature Move is performed by one of the Champions, the other can also perform a Signature Move as a reaction.

 15/20/20

 Must be won in a fight where each side is a team of 2 Pro-Wrestlers.

Coldest Solstice Champion

 While wearing this belt, attacks deal an additional 1d6 cold damage, and the Pro-Wrestler gains resistance to cold damage.

15/20/15

 Must be won atop a snow covered mountain top or in a raging blizzard.

 Hellfire Champion

  While wearing this belt, attacks deal an additional 1d6 fire damage, and the Pro-Wrestler gains resistance to fire damage.

 15/20/15

 Must be won in the middle of a desert at mid day or next to the mouth of a volcano.

 Iron-Grip Champion

 While wearing this belt, targets you grapple take 1d4 bludgeoning damage each round they are grappled.

 20/20/15

 

Absolute Champion

This belt grants the wearer an additional number of hit points equal to twice their total level. Additionally, the wearer receives a +2 bonus to their attack rolls.

 20/20/20

 The match for this belt includes all Pro-Wrestlers and is always ongoing. The holder is determined by whoever actually holds the belt.

Spirit of Wrestling

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.

Previous Versions

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