Fighter
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

You gain the Unarmed Fighting-Fighting Style Feat and you can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. In addition, when you use the Grapple or Shove option of your Unarmed Strikes, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC (your choice).

Furthermore, you gain proficiency in either the Intimidation, Performance or Persuasion skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make with the chosen proficiency.

Level 3: Wrestling Expert

You learn to perform special wrestling moves in combat. Once per turn, when you take the Attack action, you can forgo one of your attacks to perform a Signature Move.

You can perform these moves 3 times. You regain one expended use when you finish a Short Rest, and you regain all of them when you finish a Long Rest. You gain more uses when you reach Fighter levels 7 (four total), 10 (five total) and 15 (six total). 

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 moves:

Slam. If the target doesn't have all its Hit Points, you can perform a slam on it. Make an Attack Roll against the target, on a hit the target takes 2d6 Bludgeoning damage, and you have Advantage on your next attack roll against that creature before the end of your next turn. The damage die increases when you reach Fighter levels 7 (2d8), 10 (2d10), 15 (2d12).

Submission. If the target is Grappled by you, or if the target has suffered a Slam, you can perform a submission hold on it. You force the target to make a Strength saving throw. On a failed save, the target takes 2d8 Bludgeoning damage and is knocked Prone. On a successful save, the target takes half as much damage and isn't knocked Prone. The damage increases by 1d8 when you reach Fighter levels 7 (3d8), 10 (4d8) and 15 (5d8).

Finisher. If the target 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. You force the target to make a Constitution saving throw. On a failed save, the target takes 2d10 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. The damage increases by 1d10 when you reach Fighter levels 7 (3d10), 10 (4d10) and 15 (5d10).

Level 7: Mouthpiece

Whenever you make an D20 Test, you can take a Reaction and give Heroic Inspiration to an ally within 30 feet of you that can see or hear you.

Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore your use of it by expending one use of your Signature Moves (no action required).

Level 10: Tag Team Specialist

Whenever you activate your Second Wind with a Bonus Action you can choose a number of allies who can see or hear you, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies gain Temporary Hit Points equal to 1d10 plus your Proficiency Bonus.

Level 15: Professional Wrestler

You can use your Slam move without expending a use of your Signature Moves.

Level 18: Legendary Wrestler

When you take the Attack action on your turn, you can forgo two of your attacks with two uses of your Signature Moves.

Previous Versions

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