College of the Luchador

Bards entering the College of the Luchador seek to awe and amaze not with clever words or beautiful music but with the splendor of their bodies.

To the Luchador, the battlefield is the stage, their allies the audience, and their foes the instrument on which they will perform.

Mask of the Luchador

For the Luchador, presentation is as important as prowess. Starting at 3rd level, you may use a significant piece of your garb (most commonly a mask) as your arcane focus.

Luchador Style

Upon entering the College of the Luchador at 3rd level, you begin developing your skills as a pugilist and close quarters fighter.

You are proficient in attacks with improvised weapons. You can roll a d4 in place of normal damage for your unarmed strikes or damage dealt with improvised weapons. This damage increases to d6 when you reach 6th level in this class and again to d8 when you reach 14th level.

Audacious Defense

The College of the Luchador teaches that battle is a performance. Your grandstanding and boisterous techniques make it difficult for your enemies to read your movement.

Also starting at 3rd level, while not wearing armor you can gain a base AC of 13 + your Charisma modifier.

Signature Moves

Bards belonging to The College of the Luchador use their astounding athleticism in combat to both inspire their comrades and devastate their foes.

When you enter this college at 3rd level, you learn 2 signature moves from the options below. You learn an additional signature move at 6th level and again at 14th level.

You must expend a use of your Bardic Inspiration in order to use a signature move, and you may only use one signature move on a turn.

Signature Moves

Brawling Braggadocio

You add a flourish of strength and style to your unarmed strikes. You may roll your Bardic Inspiration die and add the result to your damage for one unarmed strike made before the start of your next turn. Additionally, you may make an unarmed strike as a bonus action this turn.

Crowd Pleaser

You rally your loving fans with a display of dominance. As a bonus action, while grappling another creature, make an opposed Strength (Performance) check against the grappled creature’s Strength (Athletics) or Dexterity (Acrobatics) skill.

On a success, choose a number of friendly creatures up to your Charisma modifier (minimum 1) within 60 feet that can see you; each of the chosen creatures receives a free Bardic Inspiration die.

Drop the Hammer

As an action, you can lift a creature grappled by you over your head and slam them into the ground. Make an opposed Strength (Athletics) check against the grappled creature’s Dexterity (Acrobatics) or Strength (Athletics) adding your Bardic Inspiration to your die roll.

If you succeed, the creature takes your unarmed strike damage, is knocked prone, and must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Feet of Strength

You deliver a devastating double kick. As an action, make an unarmed strike against a creature. On a hit, roll your Bardic Inspiration and add twice the result to your damage. The creature is then knocked back 20 feet in a straight line. Creatures more than one size larger can make a Strength save to prevent being knocked back. After this action, you fall prone.

Golden Grip

When you hit a creature with an unarmed strike, you may attempt to initiate a grapple as a bonus action. Roll your Bardic Inspiration die and add it to your Strength (Athletics) check. If you beat the opposing creature by more than 5, it is also restrained until the end of your next turn.

Hammer Throw

As an action, you can hurl a creature you are grappling. Make a Strength (Athletics) check, adding your Bardic Inspiration die to the result. You have advantage on this check if the grappled creature is at least a size smaller than you and disadvantage if it is at least a size larger.

You throw the grappled creature a number of feet equal to the result. If the creature collides with an obstacle, it takes your unarmed strike damage. If another creature is in the path of your throw, that creature must make a Dexterity saving throw. On a failure, it is struck by the thrown creature and both take your unarmed strike damage.