Base Class: Fighter
People who bet on the fighting pits like to be entertained by the brutal fights of barbarians without armor beating the crap out of each other. Wrestlers are of a similar mindset, but one who knows the best pit fighters are ones who know how to entertain the crowd. Wrestlers fight without armor, knowing the inherent danger increases both their and their fans' excitement.
Bonus Proficiency
When you choose this archetype at 3rd level you gain proficiency in one of the following skills of your choice: Acrobatics, Insight, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Acrobatics
You are proficient in the Acrobatics skill.
Insight
You are proficient in the Insight skill.
Intimidation
You are proficient in the Intimidation skill.
Language
You know a language of your choice.
Performance
You are proficient in the Performance skill.
Persuasion
You are proficient in the Persuasion skill.
Unarmored Defense
Beginning at 3rd level, you know how to defend yourself properly without armor. While not wearing armor your Armor Class is equal to 10 + your Dexterity modifier + your Charisma
modifier.
Surprise Takedown
By 3rd level, you know how to keep an enemy in the fight and punish them for trying to leave it. If you have at least one free hand and a creature provokes an opportunity attack from you, you can attempt to grapple that creature. If the grapple is successful, the target takes bludgeoning damage equal to 1d4 plus your Strength modifier.
Additionally, creatures provoke opportunity attacks from you even if they take the Disengage action.
Wrestling Maneuvers
At 7th level, you gain access to three Wrestling Maneuvers. Once on each of your turns, you can use a Wrestling Maneuver in place of an attack. A free hand is required to use this feature. If the maneuver requires your target to make a saving throw, the DC for it is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You can use this feature a number of times equal to your proficiency bonus plus your Charisma bonus, and regain all uses on a short or long rest.
- Western Lariat: Make an unarmed strike against a creature within 5 feet. On a hit, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Rolling Elbow: Make a melee weapon attack against all creatures within 5 feet, with a separate attack roll for each target.
- Backbreaker: You attempt to shove a creature forcefully to the ground. The target must succeed on a Strength saving throw or be knocked prone and take 1d6 bludgeoning damage. Regardless of the result, you can attempt to grapple the target as a bonus action on this turn.
Hard to Pin
At 10th level, whenever you use your Action Surge or Second Wind features you can move up to half your speed without provoking opportunity attacks.
You can use a bonus action to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.
Cheap Shot
Also at 10th level, any damage you deal with a Wrestling Maneuver deals an extra 1d8 damage.
This damage increases to 1d10 at 18th level.
Tag Team
Starting at 15th level, whenever you take the Attack action on your turn without moving during it and have an ally within 5 feet of you, you can gain a number of temporary hit points equal your proficiency modifier and have advantage on each attack that's part of that Action. Additionally, you can forgo advantage on one of those attacks to let one of your allies within 5 feet of you make a melee weapon attack against a creature within its reach.
Glorious Limelight
At 18th level, your confidence can embolden you for a brief period of time. You can use your action to make either a Performance (Charisma) check or an Athletics (Strength) check. For the next minute you gain the following benefits:
- You can use your earlier ability check in place of any melee attack rolls you make.
- You can't be charmed or frightened. If you are charmed or frightened, the effect is suspended for the duration.
- You can make a melee weapon attack as a bonus action. This attack's damage is increased by 1d10.
Once you use this feature, you must finish a long rest before you can use it again.

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