Barbarian
Base Class: Barbarian

Let me tell you somethin' Brother or Sister! Path of the Wrestler Barbarians specialize in taking hits head on, and demolishing anything they get their hands on. Get your hands dirty! Instead of utilizing normal weaponry, Path of the Wrestler Barbarians specialize in unarmed combat, as well as improvised weaponry. Become part of the family! Path of The Wrestler Barbarians are part of a group called the IWBG (International Wrestler Barbarian Guild)TM who oversee events involving Wrestler Barbarians, as well as protect their sacred relic, the Belt of the Champions. They draw their power from this relic, and defend it with their lives. Oh Yeah!

Level 3: Hype

Let the hype go to your head! While your rage is active gain the following benefits.

  • Halves all fall damage, and gain fall damage immunity while a creature is grappled and/or when landing on a creature. Make sure you land right Brother/Sister!
  • Increases your standing and running jump height to 20 feet and running jump distance to 20 feet. Get some serious air time!
  • Gain proficiency in improvised weapons. Hit em with whatever you can Brother/Sister!
  • Creatures you attempt to Grapple have Disadvantage on the saving throw. While you are Grappling a creature, it has Disadvantage on all saving throws you force them to make. This does not include Spells or Magical Item effects. DONT LET THAT WEASEL GO!
  • Can use your strength modifier on performance and persuasion checks. Let your GUNS and GUTS do the talking!

Level 3: Professional Technique

As illustrated in your standard issue International Wrestling Barbarian Guild TM Rulebook, there are ways you have to hit people for it to count in wrestling. Show these little worms your expertise in hitting people REALLY hard! Unarmed strikes are replaced with wrestling techniques. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike, and attempt to grapple the target. You also gain proficiency in unarmed strikes. Grab that loser!

Through rigorous training and more than a few broken bones, you have learned how to take hits and just keep going. Your Unarmored Defense feature is now equal to 10 plus your constitution modifier plus your strength modifier. Shrug off those puny attacks!

You can grapple enemies up to 2 sizes larger than yourself. Don't be scared now Brother/Sister! A worm is a worm, no matter how large it is!

Level 6: Professional Grade Grappling

You have them within your hands, now you have them for 6 seconds of PLAYTIME! When an enemy is grappled, you can attempt an unarmed attack roll on them to do a finisher. The attack will deal 6d6 bludgeoning damage, can move the enemy to a space within 5 feet of you if it is within 1 size of you, and the enemy must pass a Constitution saving throw where the DC is 10+Strength modifier+Proficiency or be stunned. Upon landing a finisher, the enemy is automatically released from the grapple. This damage is counted as magical to bypass nonmagical immunities. This feature can only be used once every 3 turns, and failing the attack roll will provoke an attack of opportunity. Don't you dare get caught lacking Brother/Sister!

 Your bludgeoning damage dealt by unarmed attacks is counted as magical to bypass nonmagical immunities. Make sure those pesky maggots Cower from the Power!

Damage for the finisher increases to 10d6 at level 10, 14d6 at level 14, and 1d6 further for each level past 14, up to 20d6

Level 10: Give Em The Chair!!!

Use anything you can get your hands on to beat those little fools until they tap out! And don't think you lily-livered cowards are immune to the pain train! You gain mastery in improvised weapons, and improvised weapons now deal 2d6+your strength modifier. Improvised weapons mastery property is Topple. Bludgeoning damage dealt with improvised weapons is counted as magical to overcome nonmagical immunities. 

But it's not done yet BROTHER/SISTER! Once per long rest, you can utilize the awesome power of the Belt of The Champions to convert one weapon you possess with the heavy property into your choice of improvised weapon. This weapon will retain all of its properties and attributes, magical and nonmagical, but its damage type will always be bludgeoning damage. This weapon will return to its original form if outside of your possession for over 24 hours. 

Level 14: Weight Classes are Stupid

Weight classes are for chumps! Who needs weight classes when the secret techniques of the International Wrestling Barbarian TM Guild has your back?!

Who said you can't just wrestle a dragon?! While raging, you can grow a size relative of the creature you are facing

Forget the chair, GIVE EM THE GUY NEXT TO EM! You can use enemies that you can grapple as improvised weapons

A real Wrestler can take anything on the chin! You can gain temporary HP equal to 3 times your Barbarian level when attempting to grapple larger or as large as yourself. You can only gain temporary HP from this feature when the previous temporary HP gained has been depleted. You can do this a number of times per long rest equal to half of your proficiency modifier

 

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