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- Sep 2018
Wrestler Subclass for Fighter WIP!
Hey! I've been working on this fun little home brew for a couple days now, figured i'd post it here to get some feedback! It's meant to be a Fighter subclass based mainly around the grappling combat move, with some additional flair tossed in to really get the professional wrestler feel in DND! I've been trying to make it balanced enough to be actually playable in game, as kind of a pseudo-Battle Master.
You gain the Unarmed Fighting Fighting Style. If you already possess this fighting style, you may choose an additional one.
When you choose this Archetype at level 3, you learn moves that are fueled by a resource called Momentum.
Moves: You learn three moves of your choice. Many moves enhance an attack in some way. You can use only one move per attack. You learn one additional move of your choice at 7th, 10th, and 15th level. Each time you learn new move, you can also replace one move you know with a different one.
Momentum: You have 4 Momentum points, which can be spent at any point on moves that can be performed. You gain 2 additional Momentum points at levels 7, and 15. Momentum is recovered on a short or long rest.
Saving Throws. Some of your moves require your target to make a saving throw to resist the Moveís effects. The saving throw DC is calculated as follows:
Move save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Face or Heel
At level 7, you gain proficiency in Performance, as well as one of the following skills: Deception, Intimidation, Persuasion or Acrobatics. If you already have proficiency in any of the chosen skills, you gain Expertise in them instead.
Additionally you learn how to enter any fight with flair! You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
At level 10, you learn how to cut deep with your words. After you successfully hit an enemy creature with an attack, you may cast Vicious Mockery as a bonus action.
At level 15, Choose one of your known moves. You no longer require Momentum points to perform it.
At level 18, your skill as a grappler has peaked. You now have free access to all moves, and at the start of initiative if you have 0 Momentum points, gain 1 Momentum point.
Armbar: When you have an enemy grappled, you may spend one Momentum point to place them in an Armbar. The enemy rolls with disadvantage on any attempts to escape your grapple.
Ankle Lock: When you have an enemy grappled, you may spend on Momentum point to place them in an Ankle Lock. The enemyís speed becomes halved for one hour, and takes 1d4 bludgeoning damage at the end of each of itís turns if it is still grappled.
Bear Hug: When you have an enemy grappled, you may spend one Momentum point to place them in a Bear Hug. The grappled enemy may not spend itís action on anything except attempting to escape the grapple, and may not take reactions.
Bodyslam: When you have an enemy grappled, you may spend one Momentum point to Bodyslam them. The next unarmed attack you make on your grappled target, add +10 to the attackís damage. This move ends the grapple.
Chair Shot: You may spend one Momentum point when making an improvised weapon attack. You gain proficiency with improvised weapons if you do not already have it until the end of your turn, and gain advantage on your next attack with an improvised weapon.
Clothesline: You may spend one Momentum point when an enemy moves within 5 feet of you. As a reaction, you may attempt an unarmed attack against the enemy. If you hit, you deal no damage but the enemy is laid prone.
Figure-Four Leg Lock: When you have an enemy grappled, you may spend one Momentum Point to place them into a Leg Lock. Your speed is reduced to 0, and as long as this grapple is maintained at the start of your grappled enemyís turn, they take D8 bludgeoning damage.
Hurricanrana: You may spend one Momentum point when making an unarmed attack against an enemy if you moved 10 feet in a straight line towards them. On a successful hit you deal an additional 1d8 bludgeoning damage, and the enemy is laid prone.
Nelson Hold: When you have an enemy grappled, you may spend one Momentum Point to place them into a Nelson Hold. You must use your action on your turn to maintain this hold, but all allies have advantage on attacks made against the grappled creature.
No Sell: You may spend one Momentum point as a reaction when taking damage. Reduce the incoming damage by 1d6 + Your Constitution. This roll goes up to 2d6 at level 10, and 3d6 at level 15.
Suplex: When you have an enemy grappled, you may spend one Momentum Point to Suplex them. Make an unarmed attack against the target, and if you hit you may throw the enemy up to 10 feet away, and deal an additional 1d8 bludgeoning damage.
Suicide Dive: When you make an unarmed attack on an enemy after having jumped from an elevation of 5 feet or higher, you may spend any amount of Momentum points to increase your chance to critically hit by 1 per point.
(Example: Spending 2 points allows you to critically hit on rolls of 18-20.)
Sharpshooter: When you have an enemy grappled, you may spend one Momentum Point to place them into a Sharpshooter. Whenever an enemy fails an attempt to escape your grapple while in the Sharpshooter, they take 1d8 Bludgeoning damage.
Sleeper Hold: When you have an enemy grappled, you may spend one Momentum Point to place them into a Sleeper hold. The enemy must make a constitution saving throw and if failed, they fall Unconscious for 1d4 rounds.
Tag Team: When you successfully hit an enemy with an unarmed attack, you may spend one Momentum point. The next attack made against them has Advantage.