Wrestler The Wrestler Level Proficiency Bonus Features Wrestler's Strikes Stamina 1st +2 Professional Grappler, Iron Muscles 1d4 - 2nd +2 Stunts, Stunt Performance 1d4 2 3rd +2 Wrestler Archetypes, Quick Grapple 1d4 3 4th +2 Ability Score Improvement 1d4 4 5th +3 Extra Attack, Iron Muscles improvement 1d6 4 6th +3 Wrestler Archetypes feature, Peak Performance 1d6 5 7th +3 Finisher 1d6 5 8th +3 Ability Score Improvement 1d6 6 9th +4 Wrestler Archetypes feature 1d8 6 10th +4 Extra Attack(2) 1d8 7 11th +4 Finisher(2) 1d8 7 12th +4 Ability Score Improvement 1d8 8 13th +5 Wrestler Archetypes feature 1d10 8 14th +5 Double Trouble 1d10 9 15th +5 Finisher(3) 1d10 9 16th +5 Ability Score Improvement 1d10 10 17th +6 Fit Shape+ 1d12 10 18th +6 Stamina+ 1d12 11 19th +6 Ability Score Improvement 1d12 11 20th +6 The Pinnacle of Strength 1d12 12 Creating a Wrestler Quick Build Class Features As a Wrestler, you gain the following class features Hit Points Hit Dice: 1d12 per Wrestler level

1d12 per Wrestler 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 manicurist level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: Simple Weapons Saving Throws: Strength, Charisma

Strength, Charisma Skills: Choose two from Acrobatics, Insight, Intimidation, Perception, Performance, Sleight of Hand. Money You can choose to start with money or equipment from the class. Rolling for money as a Wreslter is 3d4 X 10 gp. Equipment You start with the following equipment, in addition to the equipment granted by your background: Entertainer’s Pack or Explorer's Pack

(a) five javelins or (b) any simple melee weapon

A wrestler outfit, tricket, and 10 gp New Status: Pin Some Abilities of the Wreslter put a creature within a pin. The target of the pin must be no more than one size larger than you and within your reach. The following are the effects of a creature under a pin and the creature pinning. The creature pinned and creature pinning have a speed of 0.

The pinned creature’s attack have disadvantage.

The pinned creature and creature pinning have disadvantage on Dexterity Saving throws.

Condition ends if the pinner is incapacitated or an effect removes the pinned creature from the reach of the pinner.

The pinned creature can use an action to get out of a pin in the same way as a creature would get out of a grapple. 1

Professional Grappler At 1st level, your experience as a Wrestler has taught you the best way to grapple and pin opponents. You gain the following benefits: You gain proficiency in Althletics and your proficiency in Althetics is doubled. You gain Wrestler strikes. You can roll a d4 in place of the normal damage of your unarmed strikes. Wrestler strike dice are used with some abilities of the Wrestler. This damage improves with level as shown in the Wrestler strike column of the Wrestler chart. Notation: #wsd = (number of wreslter strike dice) Iron Muscles At 1st level, your wreslter training has made your body battle ready. You take half damage on attacks that equal your armor class. At 5th level, before the an attack roll is rolled but after an attack is declared, you can, as a reaction, prep your muscles for the oncoming attack. You increase your AC by your Strength modifier for the attack. If the attack still hits, you take half damage. Stamina Starting at 2nd level, you gain stamina; which increases by level. This stamina recharges on a short or long rest. At 18th level, if you start combat with 0 Stamina points, gain 3 stamina. Stunts At 2nd level, you learn two Stunts which are created from Stunt Creation Kit, which is detailed at the bottom of this class. Every Stunt uses a point of stamina.

You learn a new Stunt every Wreslter level. Stunts can be changed out upon level up.

You can can only use one Stunt on your turn.

You can't perform Stunts in medium or heavy armor. At 7th level, you can make Stunts that have two traits attached instead of one trait. All current Stunts with one trait gain another trait. Stunts Save DC For any Stunt that causes a status effect, such as a stun, it has a save DC of: Stunts Save DC = 8 + your proficinecy bonus + your Strength Modifier. Stunt Performance On a willing creature, Stunts can be done for free without the cost of stamina. These are staged moves and as such require a performance check from both parties to pull off. DC = 10 - your proficinecy bonus. On failed checks, the creature that failed takes 1 bludgeoning damage but takes no status effects. Quick grapple At 3rd level, you can use your reaction make a grapple attack as an attack of opportunity. Wrestler Archetypes At 3rd level you choose an archetype you professional strive for as a Wrestler, amplifying your fighting style. You gain new benefits at 6th, 9th, 13th, and 18th levels. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As usual, 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, when you take the attack action on your turn. This increases to three attacks at 10th level. Peak Performance At 6th level, your Wrestler strikes and Stunt damage are considered magical for overcoming resistances. Finisher Starting at 7th level, you gain the ability to perform a finisher. Before rolling, but after a Stunt is declared, you can make that Stunt a finsiher. A Stunt that is declared a finisher gains the following traits for the attack: You gain a bonus to hit roll or Althletics(Str) checks equal to the missing stamina from your total. For example, if you have 2 Stamina left out of a total 5, you gain +3 to the hit roll. Stamina is expended when the Stunt is declared.

The Stunt gain +4dws to the damage. You can use a finisher once per long rest. This increases to 2 uses at level 11 and 3 at 15. Double Trouble At 14th level, when you use the grapple attack action you can choice up to two targets instead of one. Grappling and General Stunts can target up to two creatures within reach. Fit Shape At 17th level, You can double your jump height, high jump height, distance jumped and reduce the space needed for a high jump by 5ft. Your movement speed is increased by 10ft. The Pinnacle of Strength At 20th level, you triple your lifting and carrying weight. If you are pushing something in excess of your carrying wieght, you move at half speed instead of 5ft. You can grapple and pin creatures that are two sizes larger than you character. Also, you can make two Stunt with three traits that do not count to the total number Stunts learned. 2

Wrestler Archetypes Luchador Using your charisma and charm to fantastically defeat your foes. Inspire your allies to pull off Stunt with you. Luchador Stunts Traits At 3rd level, your life as a Luchador has allowed you to create unique traits. You gain the ability to use these unique traits when creating new Stunts. You learn one new Stunt. General Stunt Trait: High Fly: You can make a high jump before attacking a target. If you were to take fall damage due to this Stunt, you take half damage. If you hit the target, the target takes the other half of the damage. Grappling Stunt Trait: Teamwork: If an ally creature is within 5ft of you when your doing a Stunt with the Teamwork trait, they may use their reaction to assist you in the Stunt before you roll but after the Maneuver is declared. When a creature does so, add 1dws to the damage of the Stunt. Charming Performance At 3rd level, after performing an Stunt performance, you can choose up to 3 creatures that were watching the performance to attempt to charm them. If the creature success the check, they do not know that someone tried to charm them. You can use this ability equal to your Charisma modifier (min 1) per long rest. On a failed save, the targets becomes charmed for 1 hour. Tag Team At 6th level, you can use Grappling Stunts on targets that are being grappled by a friendly creature. You gain Advantage on the grapple attack as if you were grappling the target. The creature grappling the target no longer is grappling the target at the end of the Stunt. Overflowing Charm At 9th level, when an ally creature assist you in a Stunt, they gain bonus Hp equal to your Wreslter Level. It’s All a Show At 13th Level, You can add your Charisma modifier to your Stunts damage and save DC. In addition, you gain expertise in Performance and Persuasion. Cage Fighter You are a fierce figther, using your physical strength to out-compete your enemies. Cage Fighter Maneuvers At 3th level, you life as a Cage fighter has allowed you to learn unique Cage figther traits. You gain the ability to use these unique traits when creating new Stunts. You learn one new Stunt. General Stunt Trait: Momentum: You can break up each dice of the damage of the Stunt into separate attacks, mininum of 1dws per attack. After each attack, you can move 5 ft of movement that does not provoke attack of opportunity. For example, a Stunt with Momentum can make two attacks instead of one, each dealing 1dws each, for a total 2dws in possible damage. You can add your Str mod to damage on a creature once during the momentum. Effects from other traits can only be active on one attack within the Stunt, declared before the attack is rolled. Grappling Stunt Trait: Reposition: After declaring the Stunt, you can move 10ft of non-impeded movement before rolling, or after the Stunt finsihes. This movement does not provoke attack of opportunity. Skilled Figther At 3th level, you have also devopled a fighting style to complement your wreslting skills. Choose one fighting style: Cheetah: Increase your base movement speed by 10 ft

Increase your base movement speed by 10 ft Tiger: +2 to damage rolls of Wreslter strikes

+2 to damage rolls of Wreslter strikes Turtle: +1 to AC Frightening Performance At 6rd level, after performing a Stunt, you can choose a creatures that can see the Stunt. That creatures make a Charisma save. On fail, that creature becomes frighten. You can use this ability 2 times per long rest. You also gain proficiency in Intimidation. Armor Training At 9th level, you can perform Stunts in medium armor and gain proficiency in medium armor. Terrifying Fighter At 13th level, you can not be frightened. Additionally, you can choose one of the following fighting styles to gain the benfit of: Cobra: Creatures that attempt to break a pin do so at disadvantage

Creatures that attempt to break a pin do so at disadvantage Frog: Once per turn, you can make an melee attack with additional 5ft to the range. When you do so, you move 5ft towards the target. This movement doesn't provoke attacks of opportunity. You can not preform this action if the space that you would move to is occupied. You also gain an additional trait from skilled fighter. This can be the same trait you selected before. 3

Rikisi Rikisi Stunts At 3th level, you learn Rikisi traits. You gain the ability to use these unique traits when creating new Stunts. You learn one new Stunt. General Stunt Trait: Unstoppable (-1wsb) At the start of this Stunt, if you are blinded, deafened, frightened, or restrained due to an ability, you are cleared of the status. Grappling Stunt Trait: Sumo Toss: When the Stunt is succesful, you can throw the target up to 10ft. If the target hits another target along the way, the hit target makes a Dex Save. On fail, the creature hit takes the Stunt damage. If the target creature is grappling you, the Stunt breaks the grapple. Immovable Object At 3rd level, if an effect or ability attempts to move you, while your feet are on the ground and you are not incapacitated, you can resist the move. The ability to resist moving can be used 1 time per short rest. Also, you can add your Str mod to saves that are causing your character to move or knocking your character prone if you are not already not adding your Strength modifier. Bulking Diet At 6th level, when you are hit, you add your proficiency bonus to your AC. If the attack would miss because of this increase in AC, you take half damage. This ability stacks with Iron Muscles. Komusubi At 6th level. When you are grappling a creature, you can move the creature at full speed instead of half speed. Additionally, if you start your turn with you grappling a creature and the creature grappling you, you make a Althletics check vesus the creature. If you rolled higher than the creature, you can move at half speed, dragging the creature with you. Sekiwake At 9th level, if you see a creature fail a Dex or Str check or save and they can hear you, you can use your reaction to make them success the check or save. You can use this ability equal to your Charisma Modifier(minimum of 1) times per long rest. Yokozuna At 13th level, you are a master of your own weight. While moving, you can move through creatures. Creatures you move through make a Dex save. On fail they take 1dws and are moved 5ft in a random direction. If the creature can not move in a random direction, they take 2dws instead. 4