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Wrestler

Not every fighter within the Retroverse desires combat of blood and blades. Some choose to test their mettle against their opponents in a contest of spirit and skill. These champions come in many shapes and sizes and all share the burning desire to engulf their bodies in sweat, muscle, and glory. Take up your mask, your name, your rank, and prove to the world that you understand the riddle of steel.

The Best Around

When you choose this path at 3rd level, choose a skill to become proficient with from Acrobatics, Athletics, or Performance. You also become proficient with improvised weapons and attacks with improvised weapons deal 1d6 + your Wrestling ability modifier. Additionally, unarmed strikes deal 1d4 + your Wrestling ability modifier.

Wrestling Archetype

When you choose this path at 3rd level, you must choose which type of wrestler you wish to become. Once you head down this path, you cannot change it. The oath of wrestling is not something to be taken lightly. The path you choose determines which of your ability scores you draw your primary power from.

Athlete You are more concerned with the fundamentals of your ability than any flair. Because of your dedication you are extremely strong and agile but have trouble commanding the respect of those around you. That is, until you pin them in seconds. Strength is the ability score used for your Wrestling Ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, you have advantage on checks against being grappled and advantage on the first grapple attack you make on your turn. Luchador You are a high-flying performer. What you may lack in raw strength you make up with agility and flair. You laugh in the face of overwhelming odds, unfazed by a hopeless endeavor. Dexterity is the ability score used for your Wrestling Ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, you have advantage on saving throws against fear and charm effects. You also gain +2 to damage rolls made with aerial wrestling attacks.

Performer

You are the fan favorite, in spite of your ability. You’re no mere mortal though, you are a god of the ring! Who needs formal training or fighting skill when you can sway a fight with flamboyant moves and fireworks? Charisma is the ability score used for your Wrestling Ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, your abilities are enhanced by having a crowd watch you. Once on your turn, or once a minute while out of combat, you may choose to add this bonus to one damage roll, saving throw, or ability check you make so long as the crowd size is sufficient to grant the bonus. The crowd must be within 60 feet of you and focused on you for you to use this feature. If fighting in an arena, ring, competition, or other sort of event, all creatures watching the event count towards the crowd total, regardless of their distance from you.

Crowd Size 10+ 25+ 100+ 500+ 1,000+
Roll Bonus +1 +2 +3 +4 +5

Sumo

Massive in stature and resolve. You dominate the battlefield with a mix of disciplined skill and overwhelming will. Your only true threat in life is a rival sumo, all others are merely harsh water against the stone that is your body. Constitution is the ability score used for your Wrestling Ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, you gain +2 temporary hit points when you make a successful saving throw against a spell or attack, after taking the damage for the attack. The temporary hit points last 1 minute, can stack on other temporary hit points gained from this feature, and you may gain a total temporary hit points equal to two times your Fighter level before finishing a short or long rest.

Ensemble Defense

When you choose this path at 3rd level, you can choose to don your wrestling costume or uniform instead of armor. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Wrestling ability modifier + your proficiency bonus. At 10th level, this ability improves, allowing you to rise from a prone position without consuming any of your movement for that turn.

Enhanced Move Set

When you choose this path at 3rd level, you can choose to give up your Fighting Style feature in exchange for three additional Wrestling Moves. This represents your devotion to your craft and the sacrifices you have made to master the art of wrestling.

Wrestling Moves

There are 3 types of wrestling moves: Aerials, Attacks, and Throws. When you choose this path at 3rd level, you may choose any two moves from any group. They are considered a standard attack and as such, you may use multiple wrestling moves within a turn so long as you have extra attacks to be used. You add your Wrestling Ability modifier to the damage of each Wrestling Move, unless otherwise stated. You can choose two additional moves from any group at 7th level, and again at 10th, 15th, and 18th level. You are proficient with any move that you choose, and you add your Wrestling ability modifier to the attack, grapple, and damage rolls made with these attacks. These attacks only affect creatures of large size or smaller until you reach 7th and 18th level in this class. While it is possible for a wrestler to perform these moves without having them as part of their set, only moves within their set have been mastered. Using a move and understanding every intracity of that move are two different things. If a wrestler uses a move that is not part of their move set, it is simply considered an unarmed strike and gains no additional benefits. Most moves have several variations but mechanically will work the same way, unless specifically stated by your GM. The moves provided are by no means a complete list of every move imaginable; work with your GM to discover new techniques your character may be able to use. Some of your Wrestling Moves require the target to make a saving throw to resists the move’s effects. The effects only take place if the attack hits the target. The saving throw is calculated as follows:

Wrestling Move save DC = 8 + your Wrestling Ability modifier + your proficiency bonus

Pinning

After making a successful grapple against a target, you may use another attack action to make an additional grapple check. If successful, the target is pinned and you are both restrained until you end the effect or the target escapes your grapple.

Aerials

These moves require you to expend at least 15 feet of your movement to jump off of something, leaping towards the target. The object you jump from can be anything of sufficient stability such as a barrel, wall, table, arena ropes, or a creature. You can jump off an enemy or resistant creature by making an Athletics or Acrobatics check that equals at least half their AC, on a success the jumped off creature cannot make any opportunity attacks against you for this movement, but a failure will consume 15 more feet of your move action and leave you within 5 feet of the creature you attempted to spring off of. The additional effects of these attacks only take place if the initial attack hits. Attacks made that miss by 5 or more result in you suffering 1d6 bludgeoning damage as you fall.

  • Diving Crossbody: From the air, you stretch your body flat and attempt to flop onto your opponent, pushing them to the ground. This attack does 1d8 bludgeoning damage. Additionally, you can use a bonus action immediately to make a grapple attack against the same opponent. On a success, they are grappled and prone.
  • Diving Elbow or Knee Drop: From the air, you extend your body sideways and put your arm up, forcing all the effort of this attack into your elbow. You slam into your opponent with your elbow, dealing 1d12 bludgeoning damage. If the opponent is prone, this attack deals 2d12 bludgeoning damage on a hit.
  • Diving Typhoonarana: From the air, you wrap your legs around your opponent and fling your weight around, throwing them in a direction of your choosing. This attack deals 2d6 bludgeoning damage. Additionally, the target must make a Constitution saving throw, being thrown a direction of your choosing 10 feet on a success, or 20 feet on a failure.
  • Diving Leg Drop: From the air, you extend your leg out and force all your effort to slam it against your opponent. This attack deals 1d8 bludgeoning damage. Additionally, they must succeed on a Constitution saving throw or lose the ability to use reactions until the start of their next turn.
  • Diving Stomp: From the air, you extend both of your legs and attack at such an angle to force them to the ground. This attack deals 1d10 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be forced prone.
  • Flying Zombiestringer: From the air, you lock your legs around an opponent’s head. Once there, you fling your body backwards, doing a backflip and forcing your opponent to go into the air and then come crashing down to the ground beneath you. This attack deals 2d8 bludgeoning damage and knocks the target prone. You may immediately use a bonus action to take a cheap shot at the opponent, making an unarmed strike against them.
  • Shiranui: If the target is within 5 feet of something you can jump from, you can grab their neck, jump off the object, flip around behind then, and slam them backwards onto the ground. This attack deals 3d6 bludgeoning damage.
  • Shooting Star: From the air, you curl your body into a ball and slam against the opponent. This attack deals 1d8 bludgeoning damage. Additionally, you may make an Athletics check (DC 15) to land in a roll, moving up to 15 feet away from the opponent at no cost to your movement for that turn.
  • Aerial Splash: From the air, you extend your body and bring your force down on your stomach, slamming it against your target. The attack deals 1d10 bludgeoning damage. However, this attack allows a lot of room for flair and can be amplified with a bonus action. If you use a bonus action to add flair to this move, you can add 1d10 bludgeoning damage to the damage roll.

Attacks

These are standard wrestling attacks that you may make against your opponent. Some have prerequisites before they may be used. All targets must be within 5 feet of you when you strike them. The additional effects only take place if you land the initial attack.

  • Body Press: Using at least 10 feet of your movement, you slam into your target with your chest, pushing all your weight into the attack. This attack deals 1d6 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be forced prone and grappled. Alternatively, if the target is within 5 feet of a wall or barrier, you can forgo the saving throw and crush them against the wall, dealing an additional 1d6 bludgeoning damage.
  • Clothesline: You extend your arm at a target coming towards you, or that you are running at least 10 feet directly towards, and smash it against them, knocking them to the ground. This can be used as either an attack action or a reaction. This attack deals 1d8 bludgeoning damage. If the target was attacking, they must succeed on a Constitution saving throw or the attack is interrupted. Additionally, you can make this attack with two arms, against two different opponents who are coming towards you, or that you run at least 10 feet directly towards, who are within 5 feet of each other. In this case, the damage is 1d4 per opponent, but their attacks cannot be interrupted this way.
  • Drop: If the target is prone, you jump slightly, striking with one extremity. This attack does 2d6 bludgeoning damage. You can use a bonus action to immediately make this attack again, if the first attack was a hit.
  • Facewash: You humiliate your target by slowly slashing your boot into their face or other sensitive area. This attack deals 1d4 bludgeoning damage and the target has disadvantage on the next saving throw they make against you for 1 minute.
  • High Knee: Using at least 15 feet of movement, you run, jump, and smash your knee against an opponent’s head. This attack deals 1d12 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be stunned until the start of their next turn.
  • Setup Kick: You perform a light kick, designed to make you opponent unstable rather than to cause damage. This attack deals 1d4 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be pushed slightly off balance. If they fail the saving throw and you then immediately make another wrestling move, unarmed attack, grapple, or improvised weapon attack against the same target, that attack is made with advantage.
  • Lariat: Using at least 10 feet of your movement, you charge at your opponent with an outstretched arm. When you make contact, you wrap your arm slightly and slam your opponent to the ground. This attack deals 1d10 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be forced prone and stunned until the start of their next turn.
  • Bell Clap: If grappled, you can use a reaction to strike with two open hands against your opponent. This attack deals 1d4 bludgeoning damage. The resonations from this strike make it difficult for them to keep their grasp and the grapple is ended.
  • Heart Punch: This punch aims for the heart, or other vital area of the opponent, and interrupts the flow of their life energy. You channel dark wrestling energy in your closed hand and strike, delivering 1d10 necrotic damage on a hit. Additionally, the target must make a Constitution saving throw. On a failure, the next healing the target receives, from any source, is halved.
  • Rear View: Using 10 feet of your movement, you rush an opponent, jump, spin, and thrust your backside at them. This attack deals 1d10 bludgeoning damage. Additionally, you have advantage on the next Intimidation check made against that creature for 1 minute.
  • Splash: You extend your body and bring your force down on your stomach, slamming it against your target. The attack deals 1d6 bludgeoning damage. However, this attack allows a lot of room for flair and can be amplified with a bonus action. If you use a bonus action to add flair to this move, you can add 1d6 bludgeoning damage to the damage roll.
  • Stomp: When the opponent is prone, you smash your foot into them in a cruel attack. This attack deals 2d10 bludgeoning damage. The target must succeed on a Constitution saving throw or have the wind knocked out of them, becoming unable to use breath weapon attacks for the next minute.
  • Stinging Mist: By grabbing any fine powder, such as sand, dirt, or chalk, you quickly wrestle-bless it in your hand and throw it into the opponent’s eyes. The mist can be any color of your choice and is not determined by the base material used. The target must succeed on a Dexterity or Constitution (its choice) saving throw or be blinded until the start of their next turn.

Throws

These moves involve restraining, shuffling, and otherwise moving your opponent against their will. To use any of these moves, you must first make a grapple attack against your opponent. If they are successfully grappled, you can immediately use one of these moves as part of that same attack action. You do not need to make an additional attack roll against the target if you have them grappled as the throw is considered part of that attack. Unless otherwise stated, your initial grapple ends after the move is completed.

  • Atomic Drop: Stuffing your head low into an opponent, you lift your body up straight, raising your target, and then slam their groin, pelvis, or equivalent down on your knee. This attack deals 2d6 bludgeoning damage and is a critical hit on a 19 or 20. Additionally, the target must succeed on a Constitution saving throw or have their movement speed reduced by half until the end of their next turn. If they fail the saving throw by 5 or more, their movement speed is instead reduced to 0.
  • Back Breaker: You lift your opponent over into your arms and slam their back across your knee. This attack deals 2d10 bludgeoning damage. Additionally, they must succeed on a Constitution saving throw or, the next time they are forced prone, it takes their entire move action to stand.
  • Brain Buster: You put your opponent into a headlock then lift them vertically into the air, jump, and fall backwards, slamming their head into the ground. This attack deals 1d12 bludgeoning damage. Additionally, if the target can cast spells, they must make a Constitution saving throw or lose access to spell slots of a certain level until the end of their next turn. To determine the spell slots they lose access to, roll a d4–1. The resulting number is the level of spell slots they lose access to, with a 0 being cantrips. For example, the d4 roll is a 2–1, meaning they cannot cast spells with a 1st level spell slot until the end of their next turn.
  • Bulldog: After grabbing your opponent, you rush forward by 5 feet, jumping up, and smashing their head down with the force of your fall. This attack deals 1d12 bludgeoning damage. On a critical hit, this attack deals 3d12 bludgeoning damage.
  • Catapult: Grabbing your opponent’s legs, you pull backwards, falling and flinging your opponent behind you. They are thrown up to 10 feet directly behind you and take 1d6 bludgeoning damage. If there is an obstacle that stops them from moving that far, they take an additional 2d6 bludgeoning damage from the sudden stop.
  • Chokeslam: You grab your opponent by the throat or equivalent, lift them slightly, and slam them down on to the ground. This attack deals 1d10 bludgeoning damage and the target is forced prone from the attack. You can choose to hold on after this attack, pinning the target with a bonus action.
  • DDT: You put the opponent’s head under your arm and fall back, slamming their head into the ground and dealing 2d10 bludgeoning damage. Using this attack consecutively, against the same target in a single turn, increases the damage done by +2 (to a maximum of +10).
  • Face Breaker: You grab your opponent’s head and strike at it with your knees, dealing 1d6 bludgeoning damage. After grappling, you can immediately use an unarmed attack as part of that action to attack the grappled target. Additionally, you may use a bonus action to immediately make another additional unarmed attack against that same opponent.
  • Fireman’s Carry Throw: After grabbing your opponent, you lift them onto your sounders. From there you have four options. Choose one of the following:
    • Throw your opponent 10 feet in a direction of your choosing.
    • Slam you opponent down in front of yourself. This attack deals 1d8 bludgeoning damage. They land prone
    • Slam your opponent down and fall with them, smashing your body against theirs as they strike the ground. This attack deals 2d6 bludgeoning damage and you and your opponent are prone after the attack.
    • Drop your opponent in front if yourself as you crouch down and extend your knee. They land on your knee with their stomach or equivalent, knocking the wind out of them. This attack deals 1d8 bludgeoning damage and they are unable to use breath weapons until the end of their next turn.
  • Typhoonarana: Jumping onto your opponent as your grapple, you wrap your legs around your them and fling your weight around, throwing them in a direction of your choosing. This attack deals 1d6 bludgeoning damage. Additionally, the target must make a Constitution saving throw, being thrown a direction of your choosing 5 feet on a success, or 15 feet on a failure.
  • Zombiestringer: Jumping onto your opponent as your grapple, you lock your legs around an opponent’s head. Once there, you fling your body backwards, doing a backflip and forcing your opponent to go into the air and then come crashing down to the ground beneath you. This attack deals 1d10 bludgeoning damage and knocks the target prone. You may immediately use a bonus action to take a cheap shot at the opponent, making an unarmed strike against them.
  • Piledriver: You lift your target slightly, spin them so that their head, or equivalent, if facing the ground, jump and move to a sitting position, smashing their head into the ground. This attack deals 3d8 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be stunned until the start of their next turn.
  • Slam: A simple move where you lift an opponent and then throw them back down to a space within 5 feet of you. This attack deals 1d8 bludgeoning damage. There is a large amount of variation you can apply to this move; you may use a bonus action to add flair to this move, adding an additional 1d8 bludgeoning damage to the attack.
  • Spinebuster: This move can only be used as a reaction. You can attempt to grapple a charging target, making their attack an automatic hit. If you are able to grapple the target, you use their momentum to lift them high into the air and slam them down on their back. This attack deals 1d12 bludgeoning damage, knocks the target prone, and you only take half damage from their attack.
  • Suplex: By grabbing your target in a large hug you lift them up and flip backwards, slamming them down on their back. This attack deals 2d12 bludgeoning damage. Both you and the target are prone.

Outside Your Weight

Starting at 7th level, your body has begun to merge with the adoration or ire of your fans. Because of this, you are able to perform superhuman feats. When using wresting moves, you can attack creatures of huge size or smaller. The power of your following making up for the size difference and impossible nature of this feat. Additionally, your training in life’s arena has made you fearsomely stable. You have advantage on saving throws against being forced prone. You also gain +1 to attack and damage rolls made with unarmed attacks, grapples, wrestling moves, and improvised weapons.

Tag Out

Starting at 10th level, when you are at half your total hit points or lower, you can call for help from the spiritual realm of the wrestlers. Using your action, you trade places with a spiritual manifestation of a past wrester for 1 minute. Although they are just a projection of the wresting spirit, they have stats and skills exactly equal to yours, with the exception of hit points, of which they have 1. They can interact with the world just the same as you and will act directly under your will for the duration of this effect. When they are reduced to 0 hit points, or the effect ends, you will be called back onto this plane and they will be sent back to the wrester’s spiritual realm. While in the spiritual place of wrestler’s past, you gain all the effects of a short rest. In addition, you may ask one question of the wrestling residents for each of your turns you start there, including the turn in which you used this feature. You may not always receive an answer or the correct answer to your question as the residents may not know the information you seek. No spells or curses you have cast upon you can transfer to the spiritual partner and their hit point maximum cannot be increased, even with temporary hit points. Conversely, no spells, effects, or damage are transferred onto your body if they are inflicted upon your spiritual partner, including damage that would normally roll over to you if they are reduced to 0 hit points. You may use this feature once before finishing a long rest. At 15th level you may use this feature twice before finishing a long rest. Additionally, at this level you gain +2 to attack and damage rolls made with unarmed attacks, grapples, wrestling moves, and improvised weapons and those attacks are considered magical for the purposes of overcoming resistances. This represents both your fans adoration or ire and your growing connection to the spiritual wrestling plane.

Champion of The Ring

At 15th level, your body has become so well trained, infused with the emotions of your fans, and blessed by the spiritual wrestling plane, that you are permanently changed. You now age at half the normal rate, you have advantage against effects that would lower your Strength, Dexterity, and Constitution scores, and your body is resistant bludgeoning, piercing, and slashing damage from non-magical weapons.

The Stuff of Legend

At 18th level, you are no long bound by the limits of the words possible or impossible. When using wresting moves, you can attack creatures of gargantuan size or smaller. You also have advantage on saving throws that use your Wrestling ability modifier. Additionally, you have mastered the art of the showstopper. You can choose one wrestling move to gain the following attributes for a single attack: You have advantage on the attack. The attack does 3 times the normal damage. The target has disadvantage on any saving throws against additional effects of the attack. You can use this ability a number of times equal to your Wrestling Ability modifier (minimum of once) before finishing a long rest. At this level you also gain +3 to attack and damage rolls made with unarmed attacks, grapples, wrestling moves, and improvised weapons and those attacks are considered magical for the purposes of overcoming resistances.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021