Popular in the Second Circle of Hell, Pro-Wrestlers are warriors who have honed their craft and fight for glory and entertainment much like Gladiators.
Different from Gladiators, however, Pro-Wrestlers also practice the art of acting and occasionally combine their skill sets in flashy events. Over time this desire for spectacle influenced the fighting styles Pro-Wrestlers used and became a school of its own.
Pro-Wrestlers are also known to be vicious opponents outside of shows and events and are regularly hired as personal body guards and mercenaries by Nobles looking to bolster their protection or an elite force. Their flashy moves inspire their allies and intimidate their foes while their unarmed (and occasionally improvised) brutal fighting style sends their enemies to the ground, making the Pro-Wrestler a dominant force in battle.
Most Pro-Wrestlers also gain some kind of following after a time, giving them access to the 'Wrestling Face' and 'Wrestling Heel' backgrounds when creating one.
hit dice:
1d12 per barbarian level
hit points at 1st level:
12 + your Constitution modifier
hit points at higher levels:
1d12 (or 7) + your Constitution modifier per barbarian level after 1st
armor proficiencies:
Light armor, medium armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Strength, Constitution
skills:
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
spellcasting:
class features:
Signature Moves
Starting at 3rd level, a Pro-Wrestler develops a set of Signature Moves that he can use during combat. These signature moves are typically extravagant, but also very effective. A Pro-Wrestler who has Signature Moves initially starts with 5 Signature Points which are used to add various effects to their Signature Move attack.
List of Signature Attacks:
Elbow drop
Clothesline
Flying Clothesline
Powerbomb
Slam
Spinning Lotus
Suplex
When making an unarmed melee attack, you can declare the attack as a Signature Move. When you do so, choose one or more effects for the move to have from the table below. Each effect costs 1 or more Signature points and a single effect cannot be added more than once unless specially noted. A Pro-Wrestler can only spend a number of points up to their level and regains spent points after a long rest.
At 6th, 10th, and 14th levels, Pro-Wrestlers gain 3 additional Signature Points.
Signature Move Effect |
Point Cost |
Duration |
Special |
Grappled |
1 |
1 round |
While grappling as a result of a Signature Move effect, a Pro-Wrestler can perform a single attack as normal (including Signature Move attacks) only to the target being grappled. In addition, maintaining this effect costs 1 Signature Point per round beyond the first. This effect cannot be used with the Additional Target effect. |
Prone |
1 |
1 round |
|
Stunned |
1 |
1 round |
|
Exhausted |
1 |
1 round |
You can spend 2 additional Signature Points to increase the level of Exhaustion by 1 multiple times, up to a maximum level of 3. |
Blinded |
1 |
1 round |
|
Deafened |
1 |
1 round |
|
Frightened |
1 |
1 round |
|
Additional Target |
(See Special) |
(See Special) |
This effect can be added to a Signature Move by spending 1 Signature Point for each additional target. These targets must be within 5ft of the first target and only receive half the damage done from the Signature Move's attack. This effect cannot be used with the Grappled effect. |
Pro-Wrestling Combat Style
GrapplerÂ
You gain the Grappler Feat
Unarmed Combat
A Pro-Wrestler is proficient in Unarmed attacks, using their fists, feet, head, and any part of their body they can use to deal damage.
The damage for a Pro-Wrestler's unarmed attacks is detailed in the Unarmed Combat Damage table.
Unarmed Combat Damage
Level |
Damage Die |
1st |
1d6 |
2nd |
1d6 |
3rd |
1d6 |
4th |
1d6 |
5th |
1d8 |
6th |
1d8 |
7th |
1d8 |
8th |
1d8 |
9th |
1d10 |
10th |
1d10 |
11th |
1d10 |
12th |
1d10 |
13th |
2d6 |
14th |
2d6 |
15th |
2d6 |
16th |
2d6 |
17th |
2d8 |
18th |
2d8 |
19th |
2d8 |
20th |
2d10 |
Pro-Wrestling Improvised Weapons
A Pro-Wrestler sometimes has the need or opportunity to deal extra damage using whatever is at their disposal. As a bonus action, a Pro-Wrestler may grab a nearby object and use it as a temporary weapon. The Pro-Wrestler has Proficiency with this improvised weapon and it deals a type of damage most relevant to its form (Piercing for scissors, Bludgeoning for THE CHAIR, etc.,).
An improvised weapon also deals damage based on its size, weight, and handed-ness which is detailed in the Pro-Wrestling Improvised Weapons table.
Pro-Wrestling Improvised Weapons
Improvised Weapon Size |
Typical Weight |
Damage (One-Handed/Two-Handed) |
Number of Uses (One-Handed/Two-Handed) |
Small |
0 lbs - 10lbs |
1d8/1d10 |
8/4 |
Medium |
11 lbs - 30lbs |
1d8/2d6 |
6/3 |
Large |
31 lbs - 100 lbs |
-/2d10 |
-/2 |
Additionally, these Improvised Weapons can be thrown with a range of 10ft/25ft.
Finisher
While enraged, you may perform one of your Signature Moves as normal, declaring it as a Finisher. This attack deals an additional number of dice equal to half your total level (rounded down) and has advantage. Also, any effects or conditions inflicted by the Signature Move last for an additional 1 round, if possible.
After performing the Finisher, you rage immediately ends and you are exhausted for 1 round. If your opponent is reduced to 0 or less hit points by this attack, instead you are not exhausted and your rage still ends.
Champion's Belt
At 10th level, a Pro-Wrestler is considered seasoned enough to challenge a reigning Champion and have their challenge accepted. A Pro-Wrestler with this class feature can acquire a Champion's Belt by defeating another Champion (which can be done in character as a quest, or off-screen, at the DM's discretion). If it is decided to handle this off-screen, the Pro-Wrestler must succeed a Strength check, Constitution check, and Dexterity check each with a DC listed under one of the Champion Belt options below. If the Pro-Wrestler fails more than 1 of these checks, he is unsuccessful in taking the belt, and must wait 24 hours before attempting it again.
A Pro-Wrestler may continue to make challenges for other belts even after already acquiring one, but they must wait a least one week between each successful challenge.
Additionally, once per month a Champion may be challenged by another Pro-Wrestler (at the DM's discretion) for one of their belts. If the Champion loses this fight in one of the ways described above, then the Champion loses ownership of the belt and its abilities. The belt can be reacquired by issuing a challenge after waiting at least one month from when they lose it.
Once in possession of a belt, a Pro-Wrestler may equip the belt as a magical piece of equipment that can be attuned to and uses one of their 3 attunement slots. In addition, they can attune to a belt during a short rest, rather than over a 24 hour period. A Pro-Wrestler cannot be attuned to more than 1 belt at any given time.
Champion Belts
Champion Belt |
Bonuses |
STR/CON/Dex DC |
Special Prerequisites |
Hardcore Champion |
Gain an additional 1d6 damage on attacks when lower than 3/4 your max health, and again at 1/2 and 1/4 max health. |
15/20/15 |
|
Champion of the Sultans |
|
|
Must be won during the yearly Gauntlet of Sultans event in the Alliance of Sultans. |
Elite Duo Champions |
When fighting alongside another Pro-Wrestler with the Elite Duo belt, each Pro-Wrestler is considered flanking so long as the other is adjacent to their target. Additionally when a Signature Move is performed by one of the Champions, the other can also perform a Signature Move as a reaction. |
15/20/20 |
Must be won in a fight where each side is a team of 2 Pro-Wrestlers. |
Coldest Solstice Champion |
While wearing this belt, attacks deal an additional 1d6 cold damage, and the Pro-Wrestler gains resistance to cold damage. |
15/20/15 |
Must be won atop a snow covered mountain top or in a raging blizzard. |
Hellfire Champion |
While wearing this belt, attacks deal an additional 1d6 fire damage, and the Pro-Wrestler gains resistance to fire damage. |
15/20/15 |
Must be won in the middle of a desert at mid day or next to the mouth of a volcano. |
Iron-Grip Champion |
While wearing this belt, targets you grapple take 1d4 bludgeoning damage each round they are grappled. |
20/20/15 |
|
Absolute Champion |
This belt grants the wearer an additional number of hit points equal to twice their total level. Additionally, the wearer receives a +2 bonus to their attack rolls. |
20/20/20 |
The match for this belt includes all Pro-Wrestlers and is always ongoing. The holder is determined by whoever actually holds the belt. |
Put on a Show
Even out of the ring you Carry the show with you. At the 11th level, you gain the following abilities.
Summon ropes
As an action, you can spend 1 SP point to summon a 20 feet line of magical ring ropes. a creature can use them to launch them 10 feet in the direction The Ropes are facing or can be granted the dash action without taking an action. (1 min duration)
Summon ring
As an action, you can spend 6 SP points to summon a magical Fighting ring, 30ft by 30ft with a height of 5ft, everyone inside the ring are unable to get out unless they pass a Dex dc of 15. If a single creature is in the ring with the player, the player is given advantage to attack rolls. (1 min duration) Once per long rest
Summon Ladder
As an action, you can spend 1 SP point to summon a magical Ladder that lasts for 1 minute or until unsummoned.
Summon table
As an action or bonus, you can spend 1 SP point to summon a table In front of you. Anytime someone falls through and breaks the table they are dealt an extra 1d8 bludgeoning damage (The table disappears after destroyed)
Spirit of Wrestling
At 14th level, a Pro-Wrestler becomes an indomitable physical force. The Pro-Wrestler gains resistance to all damage types except psychic damage. In addition, they gain a number of temporary Signature Points equal to 1/4 their total level (rounded down) while raging which reset after the rage ends.
King Of Grapplers
After training in the Way of the Wrestler, you have become the King of grapplers. At 17th level you can grapple any creature no matter their size or if they are immune to being grappled (depends on DM decision). You can also spend 1 SP point to make a signature do full damage
subclass options: