Fighter
Base Class: Fighter

There are many kinds of Fighters, some swordsman, some berserkers, and some are just bare knuckled brawlers. Wrestlers take this kind of niche to a whole theatrical level, and are both experts in the fight as well as the crowd, attracting the adoration of spectators or the inspiration of friends as they perform unharmed feats of excellence.

Gladiator’s Moveset

When you choose this archetype at 3rd level, you gain the essential kit of a Wrestler that That is a Moveset, which are fueled by special dice called Style dice.

Moves. You learn three moves of your choice, which are detailed under “Moveset” below. Many moves can be flashy and/or powerful, some can be both. You can use only one move per attack, and you have disadvantage on using any moves while you are hearing Heavy Armor.

You learn additional moves of your choice at 7th (4 Moves), 10th (5 Moves), and 15th level (6 Moves). Each time you learn new moves, you can also replace one moves you know with a different one.

Style Dice. You have four style dice, which are d8s. A style die is expended when you use it. You regain all of your expended style dice when you finish a short or long rest.

You gain another style die at 7th level and one more at 15th level. They also become d10’s at 10th level, and d12’s at 18th.

Saving Throws. Some of your moves require your target to make a saving throw to resist the move’s effects. The saving throw DC is calculated as follows:

Move save DC = 8 + your proficiency bonus + your Strength modifier.

Student of The Game

At 3rd level, you have established that you’re more than capable of going Mano e Mano with the enemy, no matter how big or small.

You gain an enhancement to your Unarmed strikes, now called Ring Master Attacks, doing 1d4 + your Strength Modifier damage per unarmed strike. The damage die scaling at 7th, 10th, 15th, and 18th levels.

You also may attempt to enter a grapple as a bonus action whenever you use the attack action with a Ring Master Attack. 

Stylish Moves

At 3rd Level, you select your stylish moves. You gain an additional one at 7th, 10th, and 15th levels. The moves are presented below.

Dive Attack

When you hit a proned target with a Ring Master Attack, you may expend a Style die to perform an acrobatic aerial attack called a Dive Attack, this could be an Elbow Drop or a Moonsault for example. Add the dice to the damage roll.

You may also expend a Style die to perform a Dive Attack if you are above the target by at least 5 feet vertically before jumping towards the target from above as part of the attack. If you do so this way, you double the Style die’s roll as a bonus. You suffer any fall damage you would normally take subtracting the total damage of your Dive Attack.

Dropkick

When you hit a creature with a ring master attack, you can expend one style die to Perform a dropkick. You add the style die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Lariat

When you perform a Ring Master Attack, you may expend a Style Dice and add it to the damage roll enemy, the Enemy must make a Strength Saving Throw. On a failed save, they are knocked Prone.

In addition, you gain an extra 10 movement speed for performing a lariat regardless if it hits or not, usable before or after the attack. This movement only remains until the end of the turn and cannot stack from multiple uses of Lariat.

Leg Sweep

When you hit a creature with a Ring Master attack, you can expend one style die to attempt to knock the target down. You add the style die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Low Blow

When you hit a creature with a Ring Master attack, you can expend one style die to attempt to sucker punch a target’s weak point. You add the style die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it is stunned by you until the end of your next turn.

Submission Hold

When you hit a prone enemy with a Ring Master Attack, you can expend a style dice to add to the damage roll. In addition, you make an attempt to Ring Master Grapple as a bonus action. If you succeed, you have initiated the Submission Hold.

Until you spend an action to end the hold, you can only spend your action making Ring Master attacks without Stylish Moves on the grappled enemy. The Enemy can only use its action to make a Strength Saving Throw to attempt to escape the hold. You are both counted as Grappled and Prone for the entire time.

Superkick

When you make a Ring Master attack roll, you can expend one style die to add it to the roll before or after the roll but before any effects are applied.

Suplex

When you hit a creature you are grappling with a Ring Master Attack, you can expend one style die to attempt to knock the target prone. You add the style die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it gets knocked prone.

Tag In

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to tag in one of your companions to Attack. When you do so, choose a friendly creature who can see or hear you and expend one style die. That creature can immediately use its reaction to make one attack (Unarmed or Weapon), adding the style die to the attack’s damage roll.

Taunt

On your turn, you can use a bonus action and expend one style die to perform a taunt towards an enemy that can see and hear you. That creature then must make a Charisma Saving throw against your move DC or be flustered by your profanity. The targeted creature then must subtract 1d6 + your Charisma Modifier from the next saving throw they make.

Signature Move

Starting at 7th level, You’ve become a rather captivating combatant, and demand the attention of the crowd and your enemies. You can expend an additional Style Dice when you perform any given Stylish Move in order to add your Charisma Modifier to the attack and damage roll of that move, if the move has a Saving Throw DC, you add your Charisma Modifier to the DC as well.

Stardom

At 10th level, your sense of self has begun to create a magnetic aura about yourself, enough to draw upon when in time you wish to make a turnabout in the heat of battle. This manifests in one of two personas: The Captivating Face, or the Conniving Heel.

Face

Selecting Face will allow you to manifest your pure heart of passion when performing a Signature Move, granting all Allies in a 30 foot radius of yourself temporary hit points equal to your Charisma Modifier.

Heel

Selecting Heel will allow you to manifest your dark heart of vigor when performing a Signature Move, granting all Enemies in a 30 foot radius of yourself disadvantage on all attack rolls not targeting yourself.

Cult of Personality

Starting at 15th level, You can expend a Style die and add it to any Charisma check you make.

Legendary Finisher

At 18th level, You can make a huge attack so captivating and thunderous that tales are told of its magnificence. Once per Short Rest, you can execute a Stylish Move as a Legendary Finisher. Upon proclaiming a Finisher before the attack roll, the attack is garenteed a Critical hit. On top of that, the targeted enemy hit by the finisher takes half of the Finisher’s total damage once again at the start of their next turn.

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