Monk
Base Class: Monk

Luchadors are flashy, acrobatic warriors with a strict honor code regarding their masks. 

Level 3: Lucha Flow State

At the start of your turn, you can expend 1 Focus Point to rile up the crowd and yourself, entering the Luca flow state. The Flow State lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active:

All Lucha saving throws are 8+DEX+ Proficiency bonus. 

Lucha Resilience- You gain resistance to bludgeoning damage.

After hitting an unarmed strike, choose one of the following checks for your opponent to make

Close Line- Your opponent makes a STR saving throw; on a fail, the enemy is knocked prone

Flying Head Scissors- Your opponent makes a DEX saving throw; on a fail, the enemy has Disadvantage on Wisdom Saving throws, can't take Reactions, and loses the Dexterity bonus to their Armour Class.

You're Stuck In Here With Me- Your opponent makes a WIS saving throw; on a fail, the enemy is Frightened until the end of your next turn.

From the Top Ropes- You gain the ability to move along vertical surfaces and across liquids on your turn without falling during this move. As an Action or Bonus Action, you can jump off from a great height and attempt a Slam on the enemy. Make an attack roll using your unarmed strike modifiers. On a hit, your enemy takes double the damage dice of the fall damage you would have taken plus your WIS or DEX Modifier; on a fail, if the fall was higher than 80ft, make an acrobatics check, on a save, take half of the original fall damage dice, on a fail, take the full original fall damage dice, When you get Slowfall you may use it to reduce the damage taken. If you have an enemy grappled and land on top of another, this attack affects both creatures. If you have an enemy grappled, you can do From the Top Ropes without making an attack roll. If you land on another, you make an attack roll using your unarmed strike modifiers and attempt "From the Top Ropes" on that creature you are landing on.

Heel or Hero?

Be the heel or the hero, you may use your dexterity modifier instead of charisma for Performance, Intimidation, Acrobatics, and Persuasion, choose one of the following

-The heel gains proficiency in intimidation and performance.

-The hero gains proficiency in persuasion and performance.

The Heel

-The heel gains proficiency in intimidation and performance.

The Hero

-The hero gains proficiency in persuasion and performance.

Level 6: King Of The Ring

During your Lucha Flow State

 Lucha Rush- After hitting an unarmed strike, the opponent makes a DEX or STR saving throw, your choice. On a fail, they are knocked 10 ft in any direction you choose or 20ft up, and for the rest of this turn, you have an extra 20ft of reach on only this enemy on your unarmed strikes; this effect stacks.

Pile Driver-You gain the ability to move along vertical surfaces and across liquids on your turn without falling during this move. If you hit an unarmed strike against an enemy in the air, you can spend 1 Ki point to piledriver them as a part of the same action. You slam them into the ground, and they take double the fall damage dice they would have taken, plus your WIS or DEX modifier. You may move 10ft after the use of the piledriver without provoking opportunity attacks. This damage is Magical for the sake of overcoming resistances. If the fall was higher than 80ft, make an acrobatics check, on a save, take half of the original fall damage dice, on a fail, take the full original fall damage dice. You may Slowfall to reduce the damage taken without using a reaction. If you have an enemy grappled, you may use Piledriver without having to hit an unarmed strike. If you land on another creature, you can make an attack roll using your unarmed strike modifiers and attempt a Pile Driver on that creature you are landing on.

Enhanced Lucha Arts- 

Close Line- On a successful clothes line, you may follow up with an Elbow Drop. The enemy makes a CON saving throw; on a fail, the enemy is now stunned until the end of your next turn. You can attempt a Elbow drop follow up once per turn

Flying Head Scissor- On a successful Flying Head Scissor, add an extra 2d6 damage to your unarmed strike

You're Stuck In Here With Me- On a successful “You're stuck in here with me”, the opponent has disadvantage against everyone except you until the end of your next turn, and your attacks have advantage against them until the end of the turn.

From The Top Ropes-You may move 10ft after the use of the piledriver without provoking opportunity attacks.

Level 11: Heavyweight Champion

Level 11- Heavyweight Champion

The People's Champ- Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of fans and others inspired by your presence and story, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Lucha Toss- If you have an enemy grappled, you can spend 1 Ki point to toss them your movement speed. You may also follow this up with a Piledriver, even if you have no movement left after the toss, as you leap and catch the enemy mid-air.

Level 17: Light That Burns The Sky

Level 17- Light That Burns The Sky

You can now grapple creatures two sizes bigger than you; your piledriver can also be used on three creatures at the same time. 

Lucha Barrage- After a successful piledriver, you may spend one ki point to bounce them back up as high as they were before the piledriver, allowing you to attempt another piledriver. 

Light That Burns The Sky-  After a successful Piledriver, you may spend 3 ki points to knock the enemy unconscious

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