The Luchador Level Proficiency Bonus Features Showmanship Points Libre Die 1st +2 Unarmored Defense, Weaponless Combat, A Luchador's Tragedy - 1d6 2nd +2 Showmanship Manoeuvres, Basic Manoeuvres 2 1d6 3rd +2 Subclass Feature, Lucha Flair 3 1d6 4th +2 Ability Score Improvement 4 1d6 5th +3 Extra Attack 5 1d8 6th +3 Advanced Manoeuvres 6 1d8 7th +3 Subclass Feature, Enhanced Attack 7 1d8 8th +3 Ability Score Improvement 8 1d8 9th +4 Supreme Athlete 9 1d8 10th +4 A Luchador's Favour 10 1d8 11th +4 Further Manoeuvres 11 1d10 12th +4 Ability Score Improvement 12 1d10 13th +5 Subclass Feature 13 1d10 14th +5 - 14 1d10 15th +5 Extra Attack, Double Grapple 15 1d10 16th +5 Ability Score Improvement 16 1d10 17th +6 - 17 1d12 18th +6 Ability Score Improvement, Subclass Feature 18 1d12 19th +6 Spirit of the Show 19 1d12 20th +6 Tireless Athlete, The Show Must Go On 20 1d12 Class Features Your spirit is strong and your fighting is stronger. You are a showman at heart and a fighter second. With your mask upon your face you look to the world as one of the strongest there is. As a Luchador, you gain the following class features Hit Points Hit Dice: 1d12 per Luchador level

1d12 per Luchador level Hit Points at 1st Level: 12 + your Constitution modifier

12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Luchador level after 1st Proficiencies Armor: None

None Weapons: None

None Tools: Leatherwroker's Tools, Weaver's Tools Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Athletics and choose one from Acrobatics, Persuasion, Intimidation, Performance or Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: A Luchador Mask, A Set of Weavers Tools, 5gp. Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Charisma modifier. Weaponless Combat As a Luchador the use of weapons is almost a disgrace. You pride yourself on the use of your fists, arms and any other body parts that could cause significant damage. You have proficiency with unarmed strikes and use strength as the modifier. You can roll a Libre Die in place of normal Unarmed Strike damage. A Luchador's Tragedy As a Luchador your mask is everything. Losing such an item causes catastrophic effects on you. Beginning at 1st level, when without your mask, any Athletics (Strength) Check you make is at disadvantage.

If the mask cannot be recovered a Luchador can re-craft their mask over a period of 3 days per Luchador level and a cost of 15 gp.

When without the mask your max health is reduced by 3 per Luchador level.

Beginning at 3rd level, when without your mask, any archetype features you would otherwise have are lost until the mask is returned to your face. Showmanship Manoeuvres Beginning at 2nd level you improve greatly the showmanship involved in your attacks and special moves. You gain a number of Showmanship points as listed in the class table and can use these to power various abilities and a variety of combat manoeuvres. These points recharge every short or long rest. You later gain access to more devastating manoeuvres as you learn your capabilties. All Manoeuvres are listed at the end of this class. Manoeuvre List Level Manoeuvres 2nd Ground Pin, Suplex, Swift Grapple, Walk to the Ring 6th Bicep Strike, Elbow Drop, Choke Hold 11th Leg Toss, Bounding Kick

Masked Archetype Beginning at 3rd level you can choose to embody your own personal journey and skills through an upgraded mask. This marks the true start of your Luchador journey and your entire identity is invested within this mask. It is the most important item to you and losing it would be a hefty disgrace. This mask can have an appearance as you like but broadly fits into an overall theme established by the Mask. These archetypes are detailed at the end of this class description. The archetype you choose grants you features at 3rd level, then again at 7th, 13th, and 18th level. Lucha Flair Beginning at 3rd level you can inspire others around you to accomplish their greatest feats of strength. A number of times equal to your Charisma modifier, per Long Rest, you can use your reaction to give a sense of flair to an ally whenever they are about to attack a target or perform a great feat of strength. This ability must be used before the outcome of any ability check, saving throw or attack roll based on Strength is determined. The target can then add a Libre Die to the damage roll if they hit, Strength saving throw or Stength ability check that they are making. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 18th leveI, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th leveI in this class. Enhanced Attack Beginning at 7th level your energy carries your attacks and gives them more weight. Whenever you engage in Weaponless Combat your attacks are considered magical for the sake of overcoming resistances. Supreme Athltete Beginning at 9th level you gain expertise in the Athletics skill, doubling your proficiency bonus on any Athletics(Strength) roll you make, unless you already possess expertise in this skill, in which case you can increase your strength score by 1 up to a maximum of 21. A Luchador's Favour Beginning at 10th level your nature and popularity gives you something of an advantage when speaking to people you may never have met before. You gain advantage on any Persuasion(Charisma) check you make on a target that is not hostile towards you. Double Grapple Beginning at 15th level you can grapple two opponents of your size or smaller at the same time. If already grappling and making a second grapple check, it must be done at disadvantage. When you hold two targets your speed is halved, if your movement is halved regularly when grappling, then it is halved again. To perform any manoeuvre you must also release one target. Each grappled target gains advantage to escape the grapple if there is another target also grappled. Spirit of the Show Beginning at 19th level your ability to keep a show going is massively increased. When you drop to 0 Hit Points you do not immediately fall unconscious, instead you fall unconscious a number of rounds, equal to your Charisma modifier, later. You still make Death Saving Throws at the start of your turn as usual, and take Death Save Failures when you take damage. Each time you make a successful manoeuvre you also gain a success in your Death Saving Throws. If you reach 3 Successful Death Saves while still conscious, then you regain 1 Hit Point and do not fall unconscious. Tireless Athlete Beginning at 20th level you ability to psyche youself up for an upcoming fight is second to none. Your Walk to the Ring manouvre now lasts for 10 minutes instead of 1. The Show Must Go On Beginning at 20th level, if you begin a combat without any Showmanship points, regain 6. Mask of the Spirits When you choose this archetype your mask embodies the spirit of your heritage and ancestry. You channel those who have come before you and can use their ethereal energy to fuel fantastical abilities. Friendly Nature Beginning at 3rd level you gain expertise in the Persuasion skill. If you are not already proficient you gain profiency instead. Spirited Grapple Beginning at 3rd level you can channel your ancestors who came before yourself. Their spirits can act upon the material plane and attempt you to correct some mistakes you make. Once per turn should you fail an attempt to grapple a target you may remake the check against the target. Helpful Spirits Beginning at 7th level you can use your connection to your ancestors to aid you further. You may now use your Lucha Flair ability on yourself. The ability still uses your reaction for the turn. The Spirits will also help others should you call. When you use your Lucha Flair to inspire others, the target may add your Charisma bonus to the roll.

Showman's Stage Beginning at 13th level you can call upon your ancestors to take to the stands and construct something of a wrestling arena about yourself. Using an action and 5 Showmanship points you create a 25ft cube of force centred around yourself, trapping enemies and allies alike in the ring with you. This cube lasts for 1 minute and is dispelled only when you become unconscious or decide to drop it as a Bonus Action. While inside your Showman's Stage the spirits of your ancestors cheer you on and boo the enemy. Whenever you strike an enemy, perform a successful grapple or perform a successful Manoeuvre your next attack, grapple or Manoeuvre has advantage on the roll. Whenever an enemy fails to hit you, or escape a grapple they have disadvantage on the next roll. Spiritual Aid Beginning at 18th level your ancestors can materialise enough to aid in your ability to dodge, or otherwise survive disaterous effects. If you fail a Strength, Dexterity or Consitution saving throw you may choose to succeed instead a number of times per day equal to your charisma modifier. Mask of Strength When you choose this archetype you emody the strength of the wrestler. You hone your physical form to be unrivalled by others and your strength shows in your combat prowess. This mask gives you a strength beyond compare by the sheer encouragement of your own identity. While some may see this as vain, you know it to be the true source of your power. Showman's Flex Beginning at 3rd level you gain expertise in the intimdation skill. If you are not already proficient you gain proficiency instead. Strength from Beneath Beginning at 3rd level you can carry a single grappled target much more easily by lifting their weight above your head for no extra cost. You can use full movement when carrying a grappled target who is the same size as you, or smaller. Muscular Defense Beginning at 3rd level, when determining your AC you can use your Strength instead of Charisma when using Unarmored Defense. Expanded Manoeuvres As one who focusses purely on the physical being your need and ability to perform new moves is increased. Beginning at 7th level you gain access to a number of new manoeuvres. Strength Manoevres Level Manoeuvres 7th Stunning Suplex, Jump Rope 13th Back Breaker, Powerbomb 18th Mandible Claw (Write this up), Piledriver (write this up, like stunning suplex) Opportunistic Beginning at 13th level you have learned the movements of many different types of enemy. When an enemy within 5ft of you makes an attack against you and misses you may use a reaction to grapple the target. The Strongest Build Beginnign at 13th level you have learned to apply your techniques to larger targets. Any manoeuvre that has a size requirement of a target of the same size as you now allows targets of one size larger than yourself. Armored Self Beginning at 18th level you have honed your muscles to the point where they can block almost any incoming damage. Your Walk to the Ring manoeuvre is improved giving you additional resistances to Piercing, Slashing and Force damage. Mask of Enhancement You create a new mask and lace the inside with a variety of poisons and herbs that push your physical self to the limit. Some see this as dishonorable. Strength to you is worth the shame, and you enhance yourself with this method. For any abilities that require a Save DC use 8+Consitution+Proficiency Bonus. Herbalist Beginning at 3rd level you gain proficiency in the Herbalism Kit. Experimental Form Beginning at 3rd level your exposure to poisons has granted you something of a resistance to them. You gain resistance to Poison damage. Toxic Sweat Beginning at 3rd level you begin to secrete the poisons that you use to enhance yourself. Any creature that comes into direct contact with your skin must succeed on a Constitution saving throw, against your Save DC, or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a successful save has been made the creature is immune for 24 hours.

Paralysing Touch Beginning at 7th level you may force the most extreme toxins from your body and into a target you have grappled. The target must make a Constitution Saving Throw, against your Save DC, or become paralysed. The target may retake their saving throw at the end of each of their turns. Enhanced Size Beginning at 13th level the toxins in your body give you a semblance of control over its makeup. As an action you can enlarge yourself to double your size and octuple your weight. Your size category increases by 1, from Medium to Large for example. You gain advantage on any Strength checks or Strength Saving throws you make. Any Weaponless Combat attacks are also increased by 1d4 damage. This effect lasts 1 minute and can be used once per long rest. Blood and Poison Beginning at 18th level the combination of your blood and the toxins within you has created a rather potent concoction. Those who are immune to poison damage or the poisoned condition are not immune to yours. Any target who is subjected to an attempted grapple must make the Consitution Saving Throw, for your Toxic Sweat ability, before the grapple check is made. You also gain immunity to poison damage. Poisoned Frenzy Beginning at 18th level you gain the ability to target poisoned creatures much more easily. You gain advantage on any attack, grapple or manoeuvre against a target who is under the poisoned condition. Your strikes deal critical damage on enemies who are poisoned with rolls from 19 to 20 on your Weaponless Combat attacks. Any Weaponless Combat strike against poisoned targets also deals a bonus Libre Die as poison damage. Mask of the Grave Your new mask represents the frailty of life. When wearing this mask you embody the death that surrounds us all, and use its influences to perform bigger and better techniques. You honor the dead with your performances which pleases them. Fear no Death Beginning at 3rd level when you reach 0 Hit Points you can instead remain on 1 Hit Point. You can do this once per Long Rest. Undertaker Beginning at 7th level you can instantly bury an opponent. When you reduce an enemy to 0 Hit Points you can bury them in the ground, clearing your mind and restoring 2 Showmanship Points. At the end of your turn when this ability has been activated you can also send yourself to a realm of death. You disappear from your location to a demiplane until the start of your next turn. You cannot interact with your surroundings and they cannot interact with you. The Re-Killer Beginning at 7th level you gain advantage on Attack Rolls and Athletics(Strength) checks made against undead. Gift from Death Beginning at 13th level you have impressed death with your necrotic energies and can craft an extra set of Masks, imperfect copies of your own. These masks cost the same as regular masks but take only 1 hour of downtime to create. You may possess up to 4 of these masks at any one time. For 1 showmanship point, these masks can then be placed upon a corpse and bring them under your control, as if you had cast the Animate Dead spell upon them. Once every 24 hours another Showmanship point must be spent otherwise the undead will remove their masks. Should the undead thrall lose their mask they escape your control in a number of rounds equal to your libre die. The undead gain access to Unarmored Defense from this class, as well as 2nd level Showmanship, with 2nd level manoeuvres. Walk to the Grave Beginning at 18th level you shroud yourself in necrotic energies to stop yourself from dying. Your Walk to the Ring manoeuvre is improved. You now gain resistance to Necrotic, Lightning and Cold damage. Any undead under your control who use this ability also gain these resistances. Knowing Death Beginning at 18th level you can stare death in the face with ease. While unconscious, any roll of one or more dice to heal you instead uses the highest number possible for each roll. !!!!!! START HERE REFORMATTING !!!!!!!! Mask of the Flame Your new mask represents the fiery nature of such a performer as yourself. Using your incredible ability to show your inner Showman you can summon the power of fire to enhance your damage and other abilities. For any abilities that require a Save DC use 8+Charisma+Proficiency Bonus. Fiery Appetite Beginning at 3rd level your hunger for fiery foods grows. As as action you can spit back out the fire in your belly. You can cast the spell burning hands at a spell level equal to your level divided by 3. You can forgo Somatic and Verbal components for the casting of this spell and the cone eminates from your mouth. This can be done a number of times per day equal to your Charisma modifier (Max 4 times a day). Fiery Soul Beginning at 3rd level you can use your fiery energies within you to resist what you represent. Your gain resistance to Fire damage and your Walk to the Ring manoeuvre is improved. Walk to the Ring Now, when you psyche yourself up, you gain additional resistances. You now become resistant to Cold damage.

Explosive Manoeuvres Beginning at 7th level when you successfully perform a manoeuvre on a single target, they must make a consitution saving throw against your Save DC or take one Libre Die in Fire damage. This ability can be used once per turn. Roaring Touch Beginning at 13th level when you touch an enemy you can choose to have it ignite. Until a creature takes an action to douse the fire, the target takes 1 Libre Die as fire damage at the start of their turn. Searing Servant Beginning at 18th level you can use the Conjure Elemental (fire elemental only) spell. The spell does not require concentration and lasts for 8 hours instead of 1 hour. This can be done once per long rest. Fiery Soul Improved Beginning at 18th level you become immune to Fire damage due to the fiery soul you possess. Your Walk to the Ring manoeuvre is also improved. Walk to the Ring Now, when you psyche yourself up, you gain an immunity to Cold damage. Mask of the Storm Your new mask symbolises a connection between yourself and the turbulent storms of life around you. Using your new mask you can harness and channel the powers of the storm to deal thundering damage amongst other fantastical abilities. For any abilities that require a Save DC use 8+Charisma+Prificiency bonus. Booming Step Beginning at 3rd level you can cast thunderous energy beneath your feet propelling youself forward. Your jump distance is doubled and your move speed is increased by +10ft. The speed increases to +20ft. when you reach 13th level, and again to +30ft when you reach 18th level. Shocking Clasp Beginning at 7th level any target you grapple must make a constitution saving throw against your Save DC and suffer one Libre Die as lightning damage on a failure, and none on a success. Any target who suffers the damage has disadvantage on Athletics(Strength) or Acrobatics(Dexterity) checks made until the start of your next turn. You also gain resistance to Lightning and Thunder damage. Roaring Stride Beginning at 13th level you can take the dash action as a bonus action. When you do so you release a wave of thunderous energy around yourself. For every 5ft. you move any creature in a 5ft radius of yourself must make a Constitution saving throw against your Save DC and suffer a Libre Die thunder damage on a failure and half as much on a success. Enemies cannot take opporunity attacks against you on your turn after you have activated this ability. Lightning Rod Beginning at 18th level you become immune to Lightning and Thunder damage. Thundering Technique Beginning at 18th level your Walk to the Ring manoeuvre is improved. Walk to the Ring Now, when you psyche yourself up, your other abilities are boosted with thunderous energy. Whenever you perform a successful manoeuvre that deals damage the target also takes 1 Libre Die as thunder damage per Showmanship point spent on the technique. Mask of Many Secrets Your new mask is a tether to the unknown. Strange convulsions force you to create the mask and wear it forever. Further strange occurences plague you while the mask remains on, yet these occurences can also be a great benefit to yourself and others around you. Be weary of what influences act upon your body. For any abilities that require a Save DC use 8+Charisma+Prificiency bonus. Horrifying Clutch Beginning at 3rd level you can summon about yourself extra limbs, horrifically formed from mouths, hands, tentacles and eyes. Your Walk to the Ring Manoeuvre is improved. Walk to the Ring You summon about yourself a number of bonus limbs that can aid you in your attempts to grapple opponents. The number of limbs is equal to your Charisma modifier. Each limb adds a +1 to your Atheltics (Strength) checks. Baleful Whispers Beginning at 7th level the voices in your head begin to grow, and you find yourself compelled to infect others with these whispers. You may target a creature grappled by yourself and empart horrific knowledge. As an action and at the cost of 2 showmanship points the target must make a Wisdom saving throw against your Save DC. On a success nothing happens, but on a failure the target becomes stunned for 1d4 rounds. Exhausting Understanding Beginning at 13th level the whispers you carry in your head grow even further and possess the ability to slow those around you. Once per day you can relinquish a piece of information that will shock those in the vicinity. Those in a 10ft sphere around yourself must make a Wisdom saving throw against your Save DC. On a failure they gain 3 levels of exhaustion, on a success they gain only 1.

Eldritch Tether Beginning at 18th level you can use your eldritch power to link two minds. For 5 showmanship points you can select two targets within a range of 60ft and intrinsically link their minds. Each target must make a Wisdom saving throw against your Save DC, should either target fail then their minds are linked providing they remain on the same plane of existence. This tether lasts until a new tether is created. Should one target suffer damage of any kind the other takes 1libre die as psychic damage. Should one target suffer a condition, such as Blinded, then the other suffers this also. The two minds are also linked in other ways such that if one holds a piece of information then so does the other, if one is compelled to tell the truth then so is the other. If one target succeeded the saving throw, then they may repeat the saving throw every hour. If neither succeeded then they may repeat the saving throw every 24 hours. Mask of the Trees Your new mask connects you to the world of nature around yourself. From it you feel a sense of sturdiness and stillness of mind. For moments at a time you almost feel part of the wider understanding of nature as a whole. Though these feelings are fleeting. Sturdy Fortitude Beginning at 3rd level you feel as mighty as a tree in matters of the mind. You gain proficiency in Wisdom saving throws. Rooted Beginning at 3rd level your ability to root yourself to the ground improves greatly. You cannot be knocked prone from the Shove action. Hide of the Trees Beginning at 7th level you can channel the strength of the trees to protect yourself from danger and your skin becomes as tough as bark. Your AC permanently increases by +2, providing you are using Unarmored Defense. This increases to +3 at 13th level, and +4 at 18th level. Entuberance Beginning at 13th level you can call forth grasping roots at your enemies. Your Ground Pin Manoeuvre is improved. Ground Pin When pinning your target you no longer become restrained or prone. Instead roots come from the ground to hold the target in place. Crushing Grasp Beginning at 18th level your ability to channel the might of the trees grows ever more. While a target is grappled by you, you may take an attack action to crush the target further. You gain access to new Manoeuvres. Mighty Squeeze Using your weaponless combat against a grappled target becomes more potent. For the cost of 1 Showmanship Point you can squeeze a grappled target with great strength and deal 1 bonus Libre Die as damage whether you hit or miss.

Using your weaponless combat against a grappled target becomes more potent. For the cost of 1 Showmanship Point you can squeeze a grappled target with great strength and deal 1 bonus Libre Die as damage whether you hit or miss. Healing Siphon Using your weaponless combat against a grappled target becomes more potent. For the cost of 1 Showmanship Point you can send absorbing roots into the target and drain some of their life force. When you hit the target with Weaponless combat you heal 1 Libre Die.

Using your weaponless combat against a grappled target becomes more potent. For the cost of 1 Showmanship Point you can send absorbing roots into the target and drain some of their life force. When you hit the target with Weaponless combat you heal 1 Libre Die. Defensive Grapple While grappling a target you can use a bonus action and 1 Shomwanship Point to interpose the target between yourself and incoming attacks. To do so allows yourself to gain the benefits of a shield, until the target is no longer grappled by you. Mask of Heavens Your new mask represents a connection to the holy and good side of life. You strive to improve yourself and the situation of those around you. Your mask acquires a radiant glow to it and symbolises your strive for good. For any abilities that require a Save DC use 8+Charisma+Proficiency Bonus. Radiant Influence Beginning at 3rd level your charm and guile give you a unique social ability to befriend those around you. A number of times a day equal to your charisma modifier you may attemot to cast Charm Person using your Save DC. You need no verbal or somatic components. If the spell fails or the spell ends the creature is unaware it was charmed, though it may return to its previous disposition. Shining Smile Beginning at 7th level you can open your mouth wide and release a blinding grin, once per short rest. As an action those in a 20ft. sphere around you must make a Consitution saving throw against your Save DC and become blinded on a failure. The targets can repeat the saving throw at the end of their turns. Holy Protection Beginning at 13th level you learn to protect those around you using your holy energies. You may now use your Lucha Flair ability to shield those instead of aid in their strength. When an ally is attacked and you can see them you can expend one use of Lucha Flair to roll a Libre Die and add that number to the target's AC for that attack, this can be done after you know if a target has hit or missed. Showman's Ascention Beginning at 18th level you gain the ability to touch the heavens. As a bonus action large spectral wings sprout from your back and you gain a fly speed of 80ft. While you possess these wings you gain 2 bonus uses of Lucha Flair. Your Libre Die also count as Radiant Damage when used by yourself and others. The wings can be dismissed with a bonus action, and disappear when you begin a long rest.

Mask of Chains Your new mask represents the difficulty of life. You wrap your body in chains and tie yourself to the ideal of restriction. You can further use these chains to restrict others who do not respect your ways of life. For any abilities that require a Save DC use 8+Strength+Proficiency Bonus. Chained Champion Beginning at 3rd level you movement becomes difficult while wrapped in such a mass of chains. Your move speed is decreased by 5ft. But your AC is increased by +2. Fishing Chain Beginning at 3rd level you gain the ability to throw your chain at a target and have it grappled. Your grapple range increases to +10ft.. This increases to +15ft. at 7th level, +20ft. at 13th level and +30ft. at 18th level. Grapple checks are otherwise made as normal. When a target is grappled in this way they can be pulled towards yourself expending 10ft. of movement for every 5ft. the target is pulled. The target can only be pulled in a straight line. Should you walk directly towards the grappled target then you may move as normal. Should you attempt to leave the range of your chains then the target is pulled towards yourself and regular grapple movement applies. Iron Knuckles Beginning at 7th level you have learned to use the chains to your maximum advantage. You wrap the chains about your fist and make your strikes all the hardier. Whenever you engage in Weaponless Combat you may add your Constitution modifier to your damage rolls. Wall of Chains Beginning at 13th level you can throw your chains a great distance and have them find purchase within the walls. As an action you can pick two points within 30ft. of yourself and send a wall of chains towards those points. These walls are 10ft. high and 5ft. wide. Creatures who can otherwise not move through tight spaces cannot pass through these walls and must edeavor to climb over them. You become locked in place from where you sent the chains out. Your AC increases by +2 as your body is held taught by the chains. You are considered restrained. As a bonus action you may shake the chains on the wall giving creatures disadvantage when trying to climb over the walls. You may dismiss the wall as a bonus action. Chain Manoeuvres Beginning at 13th level you learn to incorporate your chains into a variety of new manoeuvres. Chain Trip Make a weaponless combat attack as normal. On a hit you may expend 1 Showmanship Point and the target must make a Dexterity Saving throw against your Save DC or be knocked prone.

Make a weaponless combat attack as normal. On a hit you may expend 1 Showmanship Point and the target must make a Dexterity Saving throw against your Save DC or be knocked prone. Ranged Melee For 1 Showmanship point you can attempt a Weaponless Combat attack with your chains at a range of +5ft. You may spend further Showmanship points to further the range. Each Showmanship Point gives another +5ft.

For 1 Showmanship point you can attempt a Weaponless Combat attack with your chains at a range of +5ft. You may spend further Showmanship points to further the range. Each Showmanship Point gives another +5ft. Defensive Swing For 2 Showmanship Points you can swing your chains about yourself and make it difficult to approach you as a bonus action. Creatures who enter into 5ft. of you must make a Dexterity Saving throw against your Save DC or take 1 Libre Die of damage until the start of your next turn. Creatures who are within 5ft. of you when you activate the ability must also make the saving throw, but have advantage on the roll. Sticks and Stones Beginning at 18th level you have learned to weave the chains about yourself in an extremely effetive manner, hugely boosting your defensive capabilities. Your walk to the ring Manoeuvre is improved. Walk to the Ring You wrap yourself in further chains and improve your defense. You now become resistant to Slashing and Force damage. You also become immune to bludgeoning damage. Mask of the Wilds You have chosen to emblazen your mask with the hides of various creatures from the wild. You become a champion of the wilds and an avatar through which they may act. Nature acts both passively and forcefully through you and you allow it to do so, occassionally giving into the primal urges that keep the universe in check. Avatar of the Wilds Beginning at 3rd level you have learned to embody the wilds in various capacities. You may choose from a variety of animals to channel through yourself, adorning yourself with various items associated with these creatures, such as the fur of a gorilla or the hide of an alligator. You may channel a different creature when you level up in this class. When you channel a creature you gain a number of benefits associated with that creature. Gorilla The might of the gorilla flows through you. Your Strength increases by +2 up to a maximum of 22.

The might of the gorilla flows through you. Your Strength increases by +2 up to a maximum of 22. Anaconda You adopt the flexible nature of the serpent. You may add your Dexterity bonus to any grapple check you make, up to a maximum of +3.

You adopt the flexible nature of the serpent. You may add your Dexterity bonus to any grapple check you make, up to a maximum of +3. Alligator Sometimes fists don't solve everything. As a bonus action you may bite a grappled target, and use weaponless combat in this way. The damage from this attack is piercing. Nature's Ring Beginning at 7th level your bond with nature can show itself more clearly when you psyche yourself up. Your Walk to the Ring manoeuvre is improved based on the animal you channel through yourself.

Walk to the Ring

Gorilla Now, when you psyche yourself up, your attacks become more potent. Should you perform a successful damaging manoeuvre against an enemy they become Hemmorhaged. A Hemmorhaged target takes 1 Libre Die of damage at the start of their next turn.

Now, when you psyche yourself up, your attacks become more potent. Should you perform a successful damaging manoeuvre against an enemy they become Hemmorhaged. A Hemmorhaged target takes 1 Libre Die of damage at the start of their next turn. Anaconda Now, when you psyche yourself up, you can wrap yourself more tightly around targets. When you successfully grapple a target they take 1 Libre Die of damage.

Now, when you psyche yourself up, you can wrap yourself more tightly around targets. When you successfully grapple a target they take 1 Libre Die of damage. Alligator Now, when you psyche yourself up, your reactions improve. You may take a reaction to attack or grapple a target who comes within range of yourself. Champion of All Life Beginning at 13th level your connection to the various creatures you represent is improved greatly. You may choose a secondary aspect to channel from your Avatar of the Wilds ability. Active Channeling Beginning at 18th level you have developed a strong bond with each of your abilities allowing you to change the aspect you channel as an action, as well as your secondary channel. Unnamed ability Something to do with those three animals again innit. Mask of the Void Your mask is something to do with darkness and abilities in that vein.

Manoeuvres Ground Pin. You can move your body with an opponents and take them to the ground to provide aid to your allies. For 1 Showmanship point you can use an attack to contest a grapple against an already grappled target. On a success both you and the target are considered restrained. If either the target escapes or you let go you are considered prone.

You can move your body with an opponents and take them to the ground to provide aid to your allies. For 1 Showmanship point you can use an attack to contest a grapple against an already grappled target. On a success both you and the target are considered restrained. If either the target escapes or you let go you are considered prone. Suplex. Your strength is unmatched and you can show this by effectively throwing an opponent right over your head for a satisfying slam into the ground behind you. For 1 Showmanship point you can use an attack to contest an Athletics check with an already grappled target, of your size or smaller. On a success the target is flipped over your head and slammed into the ground. The target takes one Libre Die as Bludgeoning damage including your strength bonus and lands in an available space behind you. Both you and the target fall prone.

Your strength is unmatched and you can show this by effectively throwing an opponent right over your head for a satisfying slam into the ground behind you. For 1 Showmanship point you can use an attack to contest an Athletics check with an already grappled target, of your size or smaller. On a success the target is flipped over your head and slammed into the ground. The target takes one Libre Die as Bludgeoning damage including your strength bonus and lands in an available space behind you. Both you and the target fall prone. Walk to the Ring. You can psyche yourself up for the combat to come. As a showman of your nature you have the ability to take damage much more easily than others and play it off as almost nothing. For 1 Showmanship point, and using an action, you gain resistance to bludgeoning damage for 1 minute.

You can psyche yourself up for the combat to come. As a showman of your nature you have the ability to take damage much more easily than others and play it off as almost nothing. For 1 Showmanship point, and using an action, you gain resistance to bludgeoning damage for 1 minute. Swift Grapple. When engaging in Weaponless Combat if you successfully hit a target you can attempt to grapple that target as a Bonus Action.

When engaging in Weaponless Combat if you successfully hit a target you can attempt to grapple that target as a Bonus Action. Bicep Strike. When you use your Weaponless Combat against a target you can use the inside of your arm and aim towards the head knocking your opponent off balance. For 1 Showmanship point you can use an attack against a creature, provided you have moved more than 10ft towards the target in the same turn, and attempt to shove the target after engaging with the target in Weaponless Combat.

When you use your Weaponless Combat against a target you can use the inside of your arm and aim towards the head knocking your opponent off balance. For 1 Showmanship point you can use an attack against a creature, provided you have moved more than 10ft towards the target in the same turn, and attempt to shove the target after engaging with the target in Weaponless Combat. Elbow Drop. When you use your Weaponless Combat attack against a prone creature, you can deal an effective blow to the target with your elbow, as you drop to the ground. For 2 Showmanship points you make your attack roll as normal against the prone target and deal an effective blow with 2 Libre Dice. You also fall prone after attacking.

When you use your Weaponless Combat attack against a prone creature, you can deal an effective blow to the target with your elbow, as you drop to the ground. For 2 Showmanship points you make your attack roll as normal against the prone target and deal an effective blow with 2 Libre Dice. You also fall prone after attacking. Choke Hold. Your positioning can offer a fantastic ability to take weaker enemies out of the fight. For 3 Showmanship points, as an attack, you can contest a grapple against an already grappled target and force them to succumb. On a success, any target that has below double your Luchador level in Hit Points immediately falls to 0 Hit Points, is unconscious and is stable.

Your positioning can offer a fantastic ability to take weaker enemies out of the fight. For 3 Showmanship points, as an attack, you can contest a grapple against an already grappled target and force them to succumb. On a success, any target that has below double your Luchador level in Hit Points immediately falls to 0 Hit Points, is unconscious and is stable. Leg Toss. Your ability to react to the opponent is greatly increased and when an enemy runs towards you you can leap up, clasp their head between your thighs, and use your momentum to bring them to the ground. As a reaction, if a target of your size or smaller moves 10ft or more towards you and comes within range, you can leap into the air and wrap your legs around the targets neck and flip them over yourself to the floor. For 3 Showmanship points, as a reaction, make a grapple check against a target that has moved 10ft or more towards you and has entered your 5ft range. On a success the target falls prone in a space behind you and loses their movement for the turn, if the space is not available the target falls in the nearest available space.

Your ability to react to the opponent is greatly increased and when an enemy runs towards you you can leap up, clasp their head between your thighs, and use your momentum to bring them to the ground. As a reaction, if a target of your size or smaller moves 10ft or more towards you and comes within range, you can leap into the air and wrap your legs around the targets neck and flip them over yourself to the floor. For 3 Showmanship points, as a reaction, make a grapple check against a target that has moved 10ft or more towards you and has entered your 5ft range. On a success the target falls prone in a space behind you and loses their movement for the turn, if the space is not available the target falls in the nearest available space. Bounding Kick. Enemies with bad positioning give you the upper hand as you know exactly how to spin and flip around the battefield. For 3 Showmanship points you can run towards a target that is near a wall that is atleast 10ft away and attack them by leaping from the wall and slamming your legs into them. As an action, roll for Weaponless Combat as normal and deal a bonus Libre Die as damage. If you hit you can also roll to shove the target. If the attack misses you fall prone.

Enemies with bad positioning give you the upper hand as you know exactly how to spin and flip around the battefield. For 3 Showmanship points you can run towards a target that is near a wall that is atleast 10ft away and attack them by leaping from the wall and slamming your legs into them. As an action, roll for Weaponless Combat as normal and deal a bonus Libre Die as damage. If you hit you can also roll to shove the target. If the attack misses you fall prone. Stunning Suplex. Your ability to pound your enemy into the hard ground beneath you also allows you to do more than just damage. As an attack, you can spend 3 Showmanship points to Suplex your enemy as normal, then the target must make a Constitution Saving Throw against your Save DC, and on a failure they become Stunned until the start of your next turn, otherwise they fall prone as normal.

Your ability to pound your enemy into the hard ground beneath you also allows you to do more than just damage. As an attack, you can spend 3 Showmanship points to Suplex your enemy as normal, then the target must make a Constitution Saving Throw against your Save DC, and on a failure they become Stunned until the start of your next turn, otherwise they fall prone as normal. Jump Rope. Your strength knows no bounds and you can now lift an enemy into the air by spinning them around yourself. For 3 Showmanship points you can, as an attack, lift a grappled creature, of your size or smaller, into the air and spin them around you. Anyone within 5ft of you must make a Dexterity Saving Throw against your Save DC, on a failure they are pushed 5ft away from you. If any target fails their Save then the grappled creature takes 1 Libre Die as damage.

Your strength knows no bounds and you can now lift an enemy into the air by spinning them around yourself. For 3 Showmanship points you can, as an attack, lift a grappled creature, of your size or smaller, into the air and spin them around you. Anyone within 5ft of you must make a Dexterity Saving Throw against your Save DC, on a failure they are pushed 5ft away from you. If any target fails their Save then the grappled creature takes 1 Libre Die as damage. Back Breaker. Your ability to lift opponents above your head gives you a fantastic opportunity for damage. Dropping the enemy onto your hard knee is sure enough to deal colossul damage. As an attack, for 5 Showmanship points, you strike a grappled target hard in the spine onto your knee, dropping them in the process. Make a regular Weaponless Combat attack, on a hit the target makes a Constitution saving throw against your Save DC, on a failure the target becomes paralyzed and take and extra Libre Die as damage. The target can retake this saving throw at the end of each of their turns to end the condition.

Your ability to lift opponents above your head gives you a fantastic opportunity for damage. Dropping the enemy onto your hard knee is sure enough to deal colossul damage. As an attack, for 5 Showmanship points, you strike a grappled target hard in the spine onto your knee, dropping them in the process. Make a regular Weaponless Combat attack, on a hit the target makes a Constitution saving throw against your Save DC, on a failure the target becomes paralyzed and take and extra Libre Die as damage. The target can retake this saving throw at the end of each of their turns to end the condition. Powerbomb.

Mandible Claw.

Piledriver.