Fighter Subclass: The Wrestler

Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature. This is a new option for that feature, The Wrestler.

Born Competitors

A shirtless Half-Orc stands in a dirt floored ring, the sounds of the crowd filling his ears. His opponent charges, fists raised and blood boiling. The crowds' calls reach a peak as the two meet, only to fall to a hush. The Half-Orc rises, arms raised triumphantly as the crowd erupts.

A Dwarf waits in tense silence tracing his bare feet along the ground. A faint rumbling alerts him to danger and he steps quickly to the side as a young Purple Worm erupts from the ground. The Dwarf leaps onto it and soon has it trapped between his forearm and the floor, life leaving it as it thrashes weakly.

A Human wearing taut leather armour sprints across the battlefield to reach her commander. Two armoured Ogres step to impede her progress but are stunned as she slides between their legs, severing the tendons supporting their hulking weight. As they crumple to the ground she stands again, continuing her dash.

Wrestlers are the epitome of adaptability in combat, constantly measuring their opponents' weaknesses and striking where it counts. A good Wrestler knows the thin line between incapacitation and death and can tread it carefully. Whle most prefer to fight unarmed they are still prepared for the eventuality in which their brawn alone will not suffice, carrying small and specific weaponry.

Wrestlers thrive on the attention of a crowd and can often be found competing in tourneys across Faerun, either for the money or notoriety.

Training for fame

Wrestlers often come from simple backgrounds, farmhands or labourers, making enough to just get by. Many are encouraged to become travelling Monks, but don't fancy the ascetic lifestyle. It is these peopl that turn to training in local brawls and tourneys, slowly gaining fame for their unconventional fighting styles. Some become endorsed by local business owners to journey to larger tourneys while others are picked up by mercenary bands. There is no formal training that a Wrestler must undergo as their style depends on their personal experience and preference. While a Wrestler may never be the deciding force in combat, they often turn the tides to their allies advantage as they quickly incapacitate their targets.

Wrestlers are adamant in their training regime, spending hours a day on keeping their bodies at peak performance. They do enjoy social settings, such as the late night conversation around the campfire or the jovial air of a tavern.

Wrestler Features

The Wrestler gains abilities at 3rd, 7th, 15th and 18th levels. Most features contain a lethal and non-lethal option, offering the Fighter more maneuverability.

Snake's Grip

When you choose this archetype at 3rd level The Wrestler gains the ability to restrain and subdue an opponent, either temporarily or permanently.

Grappling. The Wrestler automatically imposes disadvantage upon a grappled target attempting to escape their grip. This only works on opponents of size large or below and does not affect creatures immune to grappling.

Subduing a Target. This uses a standard action. Whilst grappling a target you may attempt to subdue them. Roll 1d20 and add your Strength Modifier and compare it to the targets Strength Modifier + 10. If your attack fails the target escapes from your grasp. If your attack succeeds the target is knocked unconcious for 1d4 rounds. The target can be resuscitated by a DC16 Medicine check. Upon waking the target is dazed for two turns and has disadvantage on attack rolls.

Killing a Target. Whilst a target is subdued you may attempt to kill them. Upon a succesful attempt to subdue the target you can continue to grapple them. On your next turn you can roll 1d20 and add your Strength Modifier and compare it to the targets Constitution Modifier + 12. If your attack fails the target is released from your grip. If your attack succeeds the target is damaged by a number equal to half of their max hp at the beginning of your next turn. Upon a second successful attempt the target is killed at the beginning of your next turn. If you are hit by an attack during this you lose your grip on the target and have to use an action to begin the grip again. If the target wakes up during an attempt they can roll a Strength saving throw to escape your grip.

Fighters Knowledge

When you choose this archetype at 3rd level you gain proficiency in two of the following abilities: Performance, Acrobatics, Survival or Sleight of Hand. At the end of a long rest you can change the ability proficiencies for any other ability from the list above.

Deadly Eye

At 7th level you gain the ability to analyze and pinpoint the weak points of a target. On which foot they place their weight, what are the breaking points of their limbs, where is their centre of gravity etc.. In combat, you may use your Bonus Action to analyze a target and gain some insight as to where you should strike. Doing so gives you advantage on all Snake's Grip attempts on that target, including the contest for them to escape. You can use this feature three times per long rest.