Luchador Honor, Family, Tradition. This Is the Way of the Luchador. to Them
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Luchador Honor, family, tradition. This is the way of the luchador. To them, the world is just another ring to proclaim triumph over. From the righteous hero whose mere presence instills a wave of jubilation and confidence, to the darker path or rudos of the Lucha world who wish to prove they are the best by any means necessary. No matter the path taken, one thing remains paramount to the luchador: a good fight and becoming El Rey del Ring (The King of the Ring). Creating a Luchador Races: Universal, it is a way of life and as such, any and all means of beings have been luchadors. While it is rare for more aquatic races such as Merfolk to become one, it isn't unheard. Though normally coming from a family line of Lucha and simply continuing their family's tradition, there have been times when youth dazzled by the spectacle at a young age forwent their normal life to join the life of Lucha or even people seeing a vision adapting to the line as well. Group Dynamics: Luchadors can fall into all spectrums of alignment as well as parties. Good luchadors or técnicos are adept at dealing with anyone, though their constant gains for attention and battle cries of honor have been know to grate on the nerves of party members. However, when the chips are done and lives are on the line, whether it be his best friend or his hated acquaintance, these Luchadors will be the first to fly into the fray and protect them. To técnicos, the party is their family and nothing comes before that. On the opposite side, we have the bad luchadors or rudos. To them, everyone is a challenge waiting to be toppled and they tend to ally with people either to boast about their strength or use as stepping stones to find the next great challenger. While not outright malicious to the point of evil, they won't hesitate to forgo allies in the sake of proving themselves the best and make it one step closer to El Rey del Ring. Alignment Restrictions: While all alignments are allowed for luchadors, all, no matter how good or bad, must follow the code of luchadore. The rules follow as such: Honor above all other things, any act that would seen as dishonorable to your mask or your title is forbidden. Robbing from the weaker is forbidden. Attacking without first issuing a challenge or in cold blood is forbidden. If any of these tenets are broken, the luchador becomes an ex-luchador until they can recover their honor by whatever means that their own personal honor deems necessary; check with your DM for what this would fall under. Ex Luchadore On the off chance a Luchadore is ever stripped of his mask, whether it be by a challenger or even his allies, he immediately becomes an ex Luchadore. He immediately loses 2 Luchador levels, to a minimum of becoming a Level 1 Luchador. The Luchador must either wrestle to reclaim his mask, or be given a vision by his ancestors or the spirit of his mask to gain a new mask to regain his Luchador levels. You may not start out as an ex Luchadore unless otherwise specified by your DM. As a Luchador you gain the following class features. Hit Points Hit Dice: 1d10 per Luchador level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Luchador level after 1st Proficiencies Armor: None Weapons: Unarmed Tools: Leatherworker's tools, Cook's utensils Saving Throws: Strength, Dexterity Skills: Athletics then choose two others: Acrobatics, Intimidation, Performace, Persuasion, or Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Leatherworker's tools or (b) Cook's utensils (a) Explorer's pack or (b) Entertainer's Pack Level Proficiency Bonus Features 1st +2 Unarmored Defense, Improved Combat Grappler (If starting as a Luchador), Protect the Mask 2nd +2 Finishing Move 1d8, Adept Wrestling 3rd +2 Way of Lucha, Improved Combat Grappler (If you multiclassed into a Luchador) 4th +2 Ability Score Improvement, Finishing Move 1d10 5th +3 Extra Attack, Bonus Feat 6th +3 Way of Lucha Feat, Finishing Move 1d12, Las Garras de los Muertos (The Grip of the Dead) 7th +3 Fearless 8th +3 Ability Score Improvement, Finishing Move 2d8 9th +4 Bonds of the Luchador, Bonus Feat 10th +4 Ring Fighter, Finishing Move 2d10 11th +4 Way of Lucha Feature 12th +4 Ability Score Improvement, Finishing Move 3d8 13th +5 Awareness of the Mask, Bonus Feat 14th +5 Grappling Savant, Finishing Move 3d10 15th +5 People's Champion 16th +5 Ability Score Improvement, Finishing Move 4d10 17th +6 Way of Lucha Feat, Bonus Feat 18th +6 Ultimate Finishing Move 19th +6 Ability Score Improvement, Bonus Feat 20th +6 Dios de la Lucha (God of Lucha) Unarmored Defense To a luchador, honor and the cheers of the crowd are their strength, and as such, their charisma is factored into their AC. While not wearing any armor or wearing a shield, your Armor Class is equal to 10 + your Con/Dex Modifier + your Charisma Modifier. Improved Combat Grappler Years of training has taught you that no matter the size, weight, or ability, the spirit of Lucha is mighty and allows for feats of near superhuman strength and dexterity. You gain advantage during all attempts to grapple any opponent your size or smaller. After a successful grapple, you may attempt to pin your opponent as your bonus action to apply the restrained effect on them. You may use either your Dexterity(Acrobatics) or Strength(Athletics) Modifier when making a grapple check. You are able to use your full movement speed while moving with a grappled opponent. Also when pinning an opponent, you are not considered restrained as well. However, if you are grappled, this does not apply. For all creatures your size, weight has no affect when it comes to using finishing moves and grapples, even if they are far above your strength limit to normally lift; as long as they are your size, to you, they are as light as a training dummy. Your unarmed attacks deal 1d4 damage + Strength or Dexterity Modifier rather then the normal 1 damage. As this is a trait that take years of training to actually become adept with, all players who gain levels in Luchador after their initial class do not gain access to this feature until Level 3. Protect the Mask To a Luchador, the mask isn't just a symbol, it is an embodiment of their form. It is as much a part of their soul as their spirit is. As such, it is quite hard to try and strip one off an aware luchador's face whether friend or foe, and no matter the direction the Luchador is facing. The Luchador gets a +15 perception modifier but only when it concerns noticing of the mask. This buff does not apply to noticing anything particular in the world around him nor does it increase his/her passive perception. Finishing Move At Level 2, the Luchador gains access to their special and/or finishing moves. These actions made be used as bonus actions. The Luchador may use this ability as many times equal to half their Luchador Level before needing to take a short rest to regain his charges of it. A wrestler may use his special or finishing moves on enemies that are pinned and restrained, or stunned without penalty during their bonus round of action, they must however still roll to see if they hit. Finishing moves may be used if possible on opponents not pinned, restrained, or stunned, but with disadvantage. As long as the Luchador has access to Improved Combat Grappler, they may use their finishing move freely on same size opponents without any form of penalty from weight.(If both the opponent and Luchador are medium, nothing can stop the Luchador from performing the finishing move by any means unless the Luchador is somehow incapacitated.) If the opponent the Luchador hits with a Finishing Move dies from it, the charge used to cast Finishing Move is not expended. Adept Wrestling The Luchador is always improving his skills in hopes of wrestling the very gods of the world. All grapple attempts from the Luchador gain an extra die roll to add to his/her roll. At level 2 he/she gains a 1d4 extra die (at 4th level the die increases to 1d6, at 6th the die increases to 1d8, at 8th the die increase to 1d10, and at 10th the die increases to a 1d12). At Luchador Level 10, the Luchador has grown so used to Lucha that they can now attempt to grapple creatures two sizes larger then them and gains advantage when attempting to grapple creatures one size larger then them. This bonus also applies for Extra Attacks, meaning a Luchador may grapple two one size larger opponents without penalty and with advantage. Way of Lucha At Luchador Level 3, the Luchador chooses to follow a path of Lucha. They maybe become a Técnicos, Rudo or Espíritu Luchador(Spirit Wrestler). A Técnicos or Good Luchador relies less on tricks and sneakiness and instead relies on their own personal strength, the togetherness of their party, and high flying acrobatic moves to prevail in combat. Rudos are rude and crude and will do anything to prove they are the best by any means possible. In the ring, anything goes and as such will fight to win by any means necessary.