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Wrestler

Flying through the air, a tabaxi drops an elbow onto a goblin.


She immediately pulls the goblin into a headlock, and its eyes
roll back as it passes out.
A muscled half-orc pulls a masked human up by his neck.
He pulls the human's mask off, screams to the sky, and slams
his target's head to the floor.
A nimble halfling darts between the legs of a goliath,
making calculated strikes as he moves. The goliath begins to
slow, and soon collapses to the floor. The halfling jumps atop
his fallen foe and loudly counts to three.
Wrestlers fight by putting on a show, and using various
complex techniques to bring a foe to the ground. They often
end fights through knocking their opponents out or pinning
them to the floor.
The power of Hype
Wrestlers use a special resource called Hype. Wrestlers
quickly gain hype, but also quickly expend it as it powers many
of the moves they use. The best wrestlers know that fans
aren't necessary for hype, that the spirit of wrestling itself
drives their moves. As wrestlers train and become stronger,
their ability to gain and use hype allows them to gain true
mastery over wrestling.
A life in the spotlight
A wrestler lives on the mat. Whether this mat is in the center
of an arena or at the center of a goblin encampment matters
little. Most wrestlers make a lifestyle in the spotlight,
spreading their fame and earning prize money. When their
bodies grow old, most then turn to training and opening
wrestling schools, or managing a group of up-and-coming
wrestlers. In that sense, many wrestlers have a trainer or
master who trained them, or a team of friends who trained
together.
As adventurers, many wrestlers make a living through open-
invite tournaments and arena bouts until they get invited to a
large wrestling group such as Undercooked, SmashUp, or
Masked Men Below Sea Level. Some however strive to
adventure and spread their name across the globe.

Image credits "El Zombo - Top Rope Elbow Drop by Anjin


Anhut; http://anjinanhutdesign.tumblr.com/"

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Class Features
The Wrestler As a wrestler, you gain the following class features
Proficiency Wrestler's Maximum Hit Points
Level Bonus Strike Die Hype Features Hit Dice: 1d10 per wrestler level
Wrestler's Strike, Hit Points at 1st Level: 10 + your Constitution modifier
1st +2 1d4 2 Hype, Unarmored Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
Defense modifier per wrestler level after the first
2nd +2 1d4 4 Fan Perspective Proficiencies
Wrestling Style, Armor: None
3rd +2 1d4 6
Holds Weapons: Daggers, quarterstaffs, shortbows, light crossbows,
Ability Score
improvised weapons
4th +2 1d4 8
Improvement
Tools: None
Extra Attack,
Saving Throws: Constitution, Charisma
5th +3 1d6 10
Signature Move Skills: Choose three from Acrobatics, Athletics, Deception,
Insight, Intimidation, Perception, Performance, Persuasion
6th +3 1d6 12 Submission, Taunt
Equipment
Wrestling Style You start with the following equipment, in addition to the
7th +3 1d6 14 Feature, Hyper
Strikes
equipment granted by your background:
Ability Score (a) 2 daggers or (b) a quarterstaff
8th +3 1d6 16
Improvement (a) a short bow and 20 arrows or (b) a light crossbow and
20 bolts
9th +4 1d6 18
Comeback, (a) an entertainer's pack or (b) an explorer's pack
Counter
10th +4 1d6 20 Finisher Wrestler's Strike
11th +4 1d8 22 Entrance At 1st level, your skills with wrestling enhances your unarmed
strikes and improvised weapon attacks. You gain the following
12th +4 1d8 24
Ability Score
Improvement
benefits while you are unarmed or wielding only improvised
weapons, and you aren't wearing armor or wielding a shield.
Fan Perspective
13th +5 1d8 26
Feature You can use dexterity instead of strength for the attack and
damage rolls of your unarmed strikes and improvised
14th +5 1d8 28 Promo Speech weapons.
Fan Perspective You can roll a d4 in place of the normal damage of your
15th +5 1d8 30
Finisher unarmed strike or improvised weapon. This die changes as
you gain wrestler levels, as shown in the Wrestler's Strike
16th +5 1d8 32
Ability Score
Improvement
Die column of the Wrestler table.
When you use the attack action with an unarmed strike or
17th +6 1d10 34
Wrestling Style an improvised weapon on your turn, you can make one
Feature unarmed strike as a bonus action. For example, if you take
18th +6 1d10 36 Main Event the Attack action and attack with a bar stool, you can also
make an unarmed strike as a bonus action, assuming you
19th +6 1d10 38
Ability Score haven't already taken a bonus action this turn.
Improvement When you attack with an improvised weapon, you chance
20th +6 1d10 40 Pin breaking the weapon when it contacts your target. When
you successfully hit a target with an improvised weapon,
roll a d20. On a roll of 5 or lower, the weapon breaks and
deals an additional 1d4 damage to the target of the same
type as the improvised weapon. Magical improvised
weapons, such as a chair enchanted to not be wobbly or a
Decanter of Endless Water, cannot be broken with this
ability.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hype Wrestling Style
At 1st level, you build hype as you execute attacks. Whenever When you reach 3rd level, you have become experienced
you successfully strike a target with an unarmed attack or enough to evolve your own style of wrestling: Striker, High
improvised weapon during your action or reaction, you gain Flyer, Heavyweight, or Technician. These wrestling styles are
one hype. You can store a maximum amount of hype equal to detailed at the end of the class description. Your wrestling
twice your wrestler level, represented in the Maximum Hype style grants you features at 3rd level, and again at 7th, and
column of the Wrestler table. The amount of hype you have 17th levels.
returns to zero at the end of a long rest, but does not dissipate
during a short rest. Working Hold
You can spend hype to perform various special moves. You At 3rd level, you gain the ability to more optimally strike your
start knowing two such moves: Run the Ropes and Hold. You target from a grappling position. While you have a creature
will gain more features that use hype as you gain levels in this grappled, you can expend 6 hype to gain advantage on the next
class. unarmed strike or improvised weapon attack against the
If a special move would require your target to make a saving creature. If that attack hits, you deal an additional Wrestler's
throw, the saving throw DC will be provided with the skill. Strike die of damage to the target.
You may use this feature in conjunction with any wrestler
Run the Ropes feature that includes an attack roll, but you cannot use this
You can spend 1 hype to take the dash action as a bonus feature more than once during your turn.
action on your turn.
Ability Score Improvement
Hold
You can spend 2 hype and attempt to initiate a grapple, trip, or When you reach 4th level, and again at 8th, 12th, 16th, and
shove a target as a bonus action. 19th level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by 1. As
Unarmored Defense normal, you can’t increase an ability score above 20 using this
feature.
Beginning at 1st level, while you are wearing no armor and
not wielding a shield, your AC equals 10 + your Dexterity Extra Attack
modifier + your Charisma modifier.
Beginning at 5th level, you can attack twice, instead of once,
Fan Perspective whenever you take the attack action on your turn.
Starting at 2nd level, how the crowd views you begins to have Signature Move
a significant impact on how you wrestle. You may select Face
or Heel for your fan perspective. Your choice will carry over Starting at 5th level, you gain the ability to perform a signature
and provide additional abilities at 13th and 15th level. move. During the attack action, you can choose to turn one of
your attacks into a signature move by spending 10 hype. You
Face must do this before you roll to attack. If you hit the target with
A wrestler who chooses to be a face will generally stand for your signature move, the attack deals an additional two
what is good and right. Often times, fans will cheer as you Wrestler's Strike damage dice, and the target must succeed
make your way around, and you are generally seen as a on a strength based saving throw or fall prone. Additionally,
positive force. If you select face as your fan perspective, you for the next 30 seconds you may perform a single finishing
gain the following benefits at 2nd level. move for half of the hype cost, if you are capable of doing so.
You gain proficiency in the Persuasion skill. If you are Save DC = 8 + your proficiency bonus + your Strength or
already proficient in persuasion, you gain expertise in the Dexterity modifier
Persuasion skill.
You generate one additional hype at the start of every
second turn in combat.
Heel
A wrestler who chooses to be a heel will generally wrestle for
themselves, or for a reason not supported by fans. Often
times, you will get booed or ignored as you make your way
around, and are generally seen as a negative force. If you
select heel as your fan perspective, you gain the following
benefits at 2nd level.
You gain proficiency in the Intimidation skill. If you are
already proficient in intimidation, you gain expertise in the
Intimidation skill.
You generate one additional hype for the first successful
attack you make with an improvised weapon during your
attack action. You may only gain this benefit once per turn.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Submission Additionally, the target must succeed on a constitution
saving throw or become stunned until the end of your next
Starting at 6th level, while you have an enemy grappled you turn.
can, as an action, spend 12 hype and attempt to put an enemy Save DC = 8 + your proficiency bonus + your Strength or
into a submission hold. Perform another grapple check, and Dexterity modifier
on a success both you and the grappled target are restrained.
At the beginning of the creature's turn the target makes a
constitution save, with the initial DC listed below. If they fail Entrance
the save, they lose the ability to perform actions on their turn. At 11th level, when you roll for initiative and have no hype, you
Every time they fail the submission hold check, the gain 4 hype.
submission hold DC increases by 1. You gain one hype every
time the target fails a submission hold check. Fan Perspective Feature
If the target fails the submission hold check as many times Based on the previous choice between Face and Heel at level
as the creature has hit dice, the creature falls unconscious 2, you gain an additional feature at level 13.
until the end of combat plus an additional 1d10 minutes.
Submission Hold DC = 8 + your proficiency bonus Face Comeback Recovery
As a face, when you perform your comeback, you are also
Taunt healed for 1/4 of your maximum health, rounded down.
At 6th level, as an action you may spend 6 hype and taunt an Heel Improvised Weapon Improvement
enemy. The target makes a Charisma save, and on a fail the As a heel, you deal additional damage with improvised
target has disadvantage when attacking any creature other weapons. Starting at 13th level, you deal 1d10 damage when
than you until the end of your next turn. This ability ends early you hit a target with improvised weapons. This increases to
if another creature deals damage to the target. 1d12 at 17th level. Additionally, when you break an
Taunt DC = 8 + your proficiency bonus + your Charisma improvised weapon on a target, you add an additional 1d6
modifier damage, instead of 1d4, to the damage of the attack.
Hyper Strikes Promo Speech
Starting at 7th level, your unarmed strikes and improvised Starting at 14th level, you can spend 5 minutes giving a promo
weapon attacks count as magical for the purpose of speech. For the next 10 minutes following the completion of
overcoming resistance and immunity to nonmagical attacks or your promo speech, whenever you would gain a point of hype
damage. you instead gain twice as many points of hype.
Once you use this ability, you can't use it again until you
Comeback have finished a long rest.
Starting at 9th level, you gain a resurgence of energy when Fan Perspective Finisher
you need it most. When you are below 1/3 of your maximum
health, you may activate your comeback on your turn. Doing Based on the previous choice between Face and Heel at level
so grants you an additional action on that turn, as though you 2, you gain the ability to perform a special finishing move at
had used an action surge, and you gain ten hype. level 15.
Once you use this feature, you can't use it again until you Face Finisher
finish a long rest. When you perform a finishing move, you feel a resurgence of
Counter strengh. After you complete your finishing move, you may
regain hit points equal to half of the damage dealt by your
At 9th level, you gain the ability to counter an opponents finishing move.
moves, lessening their impact on you. When a creature Once you use this feature, you can't use it again until you
declares an attack against you, you may use your reaction to finish a long rest.
spend 8 hype and roll a single wrestler's strike die. Your armor
class is increased by the amount rolled for that attack, and if
the attack fails to hit you deal damage to the creature equal to
the amount rolled.
Finisher
At 10th level, you have developed a finishing move that is
unique to you as a wrestler. During your attack action, you can
choose to turn one of your attacks into a finishing move by
spending 20 hype. You must do this before you roll the attack.
If you hit the target with your finishing move, you add 5
wrestler's strike die to the damage of your attack and the
target falls prone after the attack. On your next turn, you may
perform a pin on the same target for half of the hype cost, if
you are capable of doing so.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Heel Finisher
Your brutality extends to your finishing move. When you
succesfully land a finishing move, you may choose to perform
it with an improvised weapon, if you have one available. Doing
so adds an additional 2 improvised weapon die to the damage
of your finishing move, and, if possible, the improvised
weapon also breaks on the target dealing 1d6 damage of the
improvised weapon's type to the target. The improvised
weapon die you add is found in your level 13 fan perspective
feature.
Once you use this feature, you can't use it again until you
finish a long rest.
Main Event
Starting at 18th level, you gain the ability to declare yourself
the main event. As an action, you can spend 15 hype and
cause all targets within a 30 foot radius centered on yourself
to make a Charisma saving throw, with the DC outlined below.
Anyone who fails the save can only attack you for one minute,
and you gain resistance to nonmagical bludgeoning, piercing,
and slashing damage they deal. They get a save at the end of
each of their turns and each time a creature other than you
inflicts damage to them to end this effect early.
Save DC = 8 + your proficiency bonus + your Charisma
modifier
Pin
At 20th level, you have learned to pin your target to the floor
with mastery. For 40 hype, you may replace one of your
attacks during the attack action with an attempt to pin a single
target. When you do so, you initiate a grapple check against a
single target. You have advantage on this grapple attempt if
the target is prone. If you successfully grapple the target, the
target falls prone and is restrained.
If you maintain the grapple for two additional turns, the
target falls unconscious until combat ends plus an additional
1d10 minutes. If you or the target are damaged during the pin
attempt, the grapple ends.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At 7th level, you may leap up to 15 feet. At 17th level, you
Wrestling Style may leap up to 20 feet.
Every wrestler develops a style of fighting that best suits them. Falling With Style
Whether that is energetically leaping off of tall objects or At 7th level, you learn to fall without injuring yourself. You can
masterfully wearing out the limbs of an opponent, a wrestler fall up to 20 feet without taking damage. For any fall larger
trains and develops their method to perfection. than 20 feet, calculate damage as though the distance was
reduced by 20 feet.
Striker
A striker specializes in repeatedly dealing heavy blows to an Highest Risk
opponent. Their training ensures that their punches, kicks, At 17th level, you learn that sometimes the only way to take
elbows, knees, and any other attacks deal the most damage down an opponent is to risk your own safety. When you hit a
they can. creature with a single attack you may choose to maximize the
damage. In return, you take 1/4 of the damage dealt as
One Thousand Normal Punches bludgeoning damage (rounded up).
At 3rd level, you learn to punch with incredible speed. You may Once you use this feature, you cannot use it again until you
spend two hype as a bonus action to take two additional finish a short or long rest.
attacks, which must be unarmed strike or improvised weapon
attacks. Heavyweight
Extendo Punch A heavyweight is exactly that: heavy. Their wrestling style has
At 7th level, you learn to extend the range of your attacks at less of a focus on the mastery of flashy techniques, and
the risk of your own safety. When you make your first attack emphasizes that they are larger than their opponents.
on your turn, you can choose to extend the range of your Extra Mass
unarmed strikes and improvised weapon attacks by five feet At 3rd level your oversized build allows you to withstand a
until the end of your turn. beating. You gain two additional health for every wrestler level,
Doing so leaves you open to attack. Any attack against you which applies retroactively. Additionally, as a reaction, you
has advantage until the beginning of your next turn. may spend two hype to gain advantage on any grapple, shove,
Counting Strikes or trip attempt against you and cause forced movement the is
At 17th level, your mastery of striking attacks is realized. As an not due to being charmed to be halved. This effect lasts until
action, you can spend 14 hype to make a series of strikes the beginning of your next turn.
against a single creature. When you do so, you make unarmed Power Submission
attacks against a single target until you miss an attack. Each At 7th level, you add your Strength modifier to the initial
time you hit your target the sound of cheering fans emanates submission hold DC. The new initial submission DC is seen
from around you which count the number of successful below.
strikes. The sound is audible to anyone within 60 feet of you.
Once you miss an attack, your barrage ends. Save DC = 8 + your proficiency bonus + your Strength
This feature generates one hype for every two hits you land modifier
on a creature instead of generating one hype for every hit.
High Flyer
A high flyer specializes in making fanciful, risky moves, often
from ledges higher than their opponents. High flyers risk
great damage to themselves but if they land their moves their
opponents are in for a world of hurt.
Springboard Strike
Starting at 3rd level, you learn to leap from an object into an
opponent. Once per turn during your attack action, you may
spend 4 hype and replace one of your attacks with a
springboard strike, which must be declared before you roll to
attack. When you do so, you use a wall or similar standing
object within 5 feet of you to leap up to 10 feet towards a
target, which does not count against your movement for the
turn. If there is no standing object nearby, an ally can act as
one by using their reaction.
If you successfully hit with this attack, you deal an
additional wrestler's strike die in damage for every 5 feet you
flew at your target. If you miss this attack, you roll a wrestler's
strike die for every 5 feet you flew at your target, and take half
of the total (rounded up) as bludgeoning damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Larger Than Life Save DC = 8 + proficiency + Dexterity modifier
At 17th level, you learn to lift opponents into the air and slam
then to the ground.
Lifted Grapple
While you are grappling a creature of your size category or
smaller, you can use a bonus action and spend 8 hype to lift
the creature into the air. While you have a grappled creature
lifted you suffer no reduction to movement, and you deal an
additional wrestler's strike die in damage each time you
successfully hit the creature.
Drop
When you have a grappled creature lifted, you can
powerfully drop them to the floor. You may replace an attack
during your attack action with the drop attack, which must be
declared before you roll to hit. If you successfully hit the
creature with this attack, you deal an additional two wrestler's
strike die in damage, and you generate three additional hype.
Whether you hit or miss with this attack your grapple with
the creature ends following the attack.
Technician
A technician wrestler fights by wearing down their opponents.
Their goal is to work an opponents arms or legs to the point
where they cannot use them, until the creature either submits
or breaks.
Limb Target
At 3rd level, you learn how to cause high damage to the limbs
of an opponent. Once per turn during your attack action, you
can spend 4 hype and replace one of your attacks with a limb
targeting attack, which must be declared before you roll to
attack. If your attack is successful, you deal an additional
wrestler's strike die in damage, and you choose to make the
creature drop a single item it is holding or reduce its
movement speed by ten feet until the end of its next turn.
Technical Submission
At 7th level, you add your Dexterity modifier to the initial
submission hold DC. The new initial submission DC is seen
below.
Save DC = 8 + your proficiency bonus + your Dexterity
modifier
Break Your Toys
At 17th level, you learn to perform a series of moves that
target a specific limb, causing lasting damage. During your
attack action, you may spend 10 hype to turn a single attack
into a limb injuring attack, which must be declared before you
roll to hit. If the attack is successful you deal an additional
three wrestler's strike die in damage, and choose to target
either the arms or legs.
If you target the arms, the creature has disadvantage on
attack rolls. At the end of each turn, the creature can make a
Constitution saving throw to remove this effect.
If you target the legs, the creature's movement speed is
halved and the creature cannot take the dash action.
Additionally, the creature has disadvantage on Dexterity based
saving throws. At the end of each turn, the creature can make
a constitution saving throw to remove this effect.
If a target is suffering from one of these conditions, you
have advantage on any grapple check against it to initiate a
submission hold.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
d6 Bond
Backgrounds 1
My tag team partner from back home was injured, and I
Every character has a beginning. Your character's background wrestle in their honor.
reveals where you came from, how you became an adventurer, My younger sister is my number one fan, and I perform
and your place in the world. 2
for her.

Luchador My poor family back home survives on the prize money


3
I send them.
You have crafted a masked identity, which you use to hide your My mother or father taught me to wrestle, and I
real identity. Your reason for doing so may vary, but it is 4
inherited their mask and name.
important to you that your identities remain secret, and you go
to great lengths to ensure that nobody learns who is under the 5
My noble family back home has no idea I left to wrestle;
mask. they believe I am attending university.

Skill Proficiencies: Performace, Deception 6


I left my old life behind me in search of new friends and
Tool Proficiencies: Disguise Kit a great story.
Equipment: A luchador mask, a disguise kit, a set of
common clothes, a set of wrestler's clothes, a poster d6 Flaw
promoting your luchador identity, and a belt pouch I have spent so long under the mask that I nearly forgot
containing 15 gp. 1
who I am without it.

Feature: Luchador Mask 2 I only have respect for those I consider equals.
As a Luchador, you have a mask that provides you with a 3 I consider myself to be a prodigy.
second identity as a wrestler while you wear it. You have 4 Everyone needs to learn my name.
advantage on any skill or save to maintain either identity, and
anyone who you have not told your alternate identity has 5 I end nearly every statement with "Brother!"
disadvantage on any skill check to figure it out. 6 I announce the name of every move as I use it.
If you are demasked in public or lose your mask, you do not
have access to an alternate identity until you craft a new mask.
To do so takes 1 hour and 20 times your character level in
gold, which can be done over the course of a long rest.
Suggested Characteristics
A luchador can come from any background, and their strive for
glory can suit a multitude of purposes.
d8 Personality Trait
1 I want to wrestle the strongest opponents I can.
2 I am looking to create a wrestling team.
3 I wish to earn a title.
4 I'm a little clueless outside of wrestling.
5 I'm really looking for a rival.
6 I hope to open a wrestling school one day.
7 I want to hold a government position.
8 The fans are my favorite part of wrestling.

d6 Ideal
1 Power. Titles are all that matter. (Evil)
Fame. I aim to be the best in the world at what I do.
2
(Neutral)
3 Fun. I enjoy a fight where I can go all out! (Any)
4 Chair. If you're not cheating, you're not trying. (Chaotic)
5 Fairness. The only good fight is a clean fight. (Lawful) Image Credit: Tiger Mask W, Toei Animation
Honor. You must remember you are a role model to
Document created by YokoAhava
6
someone. (Good)

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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