Base Class: Barbarian
This is a grappling/wrestling themed subclass for barbarian. The point of the subclass is to be a showy, control barbarian subclass. I'd recommend STR/CHA as your focus stats.
This subclass is still in development. Stay tuned for any tweaks or changes.
Performance Pugilist
When you choose this path at level 3, your unarmed strikes become 1d6+STR. When you hit a creature with an unarmed strike or an improvised melee weapon on your turn, you can use a bonus action to attempt to grapple the target. You also gain proficiency in the Performance ability.
Style Actions
At level 3, you gain access to Style Actions, which can be utilized by spending style points. Below is a list of Style Actions you earn as you level up.
- Taunt - As a reaction, when a creature moves within 10 feet of an ally, it makes a CHA saving throw. On a failed save, the creature receives 1d4 of Psychic damage and has disadvantage on attack rolls against all players except you until the end of your next turn. The damage increases by 1d4 when you reach 6th level (2d4), 10th level (3d4), and 14th level (4d4).
- Prop Master - You can equip an improvised weapon as a bonus action, and you are proficient with it until the end of your next turn. The improvised weapon does 1d10+STR damage. If you make a successful melee attack against a creature with an improvised weapon, it must succeed a WIS saving throw or become Frightened of you until the end of your next turn.
- Tag Out - Immediately after your turn, a player within 5 feet of you that has not taken their turn in that round of combat may take their turn outside of initiative order. That player also gains 5 temporary hit points. This is the only action you can take during this round of combat, and you may not take a bonus action or reaction during the same round you use this action.
- Tag In - As a reaction, if a creature within 5 feet of you makes a melee attack against another player, you may attempt to grapple that creature. You take any damage from that attack, and if you fail the grapple attempt, your damage resistances are ignored for that attack.
- Slam - As a bonus action, when you make a successful melee attack against a grappled creature, the creature makes a DEX saving throw. On a failed save, the creature receives 1d12 of bludgeoning damage, is knocked prone, and is still grappled. On a successful save, the creature receives 1d6 of bludgeoning damage and is pushed 10 feet.
- Submission - When you make a successful grapple against a creature, as a bonus action, the creature makes a STR saving throw. On a failed save, the creature is incapacitated until the end of its next turn and receives 4d10 of bludgeoning damage. On a successful save, the creature receives half damage and isn't incapacitated. Your movement is reduced to 0 until the end of your turn.
Gargantuan Grappler
Your strength of heart will slow even the largest of creatures. You can attempt to grapple creatures two sizes larger than you, but these larger creatures will have advantage on Strength checks in any contest of power.
Performer's Prowess
While your abilities in combat are exceptional, many will be quickly captivated by your magnetic personality. You receive expertise in Athletics and Performance, your movement is no longer halved while grappling a creature, and you are also proficient in Charisma saving throws.
Battle Royale Rumbler
You've never met an opponent you couldn't best, so why would you back down if two came after you at the same time? At level 14, if you take the Grapple action instead of an Attack, you can use Grapple twice during your turn, and you can simultaneously grapple two creatures at the same time. Additionally, after grappling a single creature you may use your bonus action to move an additional 20 feet with the grappled target.
Previous Versions
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11/12/2020 9:31:25 PM
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Coming Soon
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