The Wrestler

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The Wrestler The Wrestler lamming his way through his opponents leaving them battered and bruised while performing The Pursuit of Glory gargantuan feats of strength. Striking them with Wrestlers at their core only care about one thing when it vicious and furious slaps, punches, elbows and comes to their love of the art: The Title Belt. To many, this is dropkicks leaving them unable to continue what makes or breaks their life as a performer. They spend fighting. Jumping from the biggest fucking place their lives yearning to get "The Big Gold" to prove not only to Syou can see and performing death defying leaps themselves but to their fans, rivals, family and friends that of faith to crush both their bodies and spirits. Holding an they had what it takes to be the best of the bunch and a enemy down in a soulcrushing submission while he is forced household name in the illustrious and mythical "Hall of to tap out to your masculinity. Getting down and dirty with Fame". The title belt is not only something fancy to show to anything at your disposal from chairs to tables, from ladders the ladies or lads if that is your personal taste, some people to tree branches, from bricks to anvils, from treasure chests believe that the title belt itself, apart from the values and to bones of the deceased to further bring pain to those that ideals it portrays, contains hidden power that it imbues onto would see you harmed or worse. Cutting the greatest promo it's champion, granting him power to topple even the biggest known in the Material Plane to both bolster your allies into of giants, endurance to wrestle for days and days without so keep fighting or demoralize your enemies into sudden much of a sweat and confidence to bolster not only himself surrender. These are all the traits that best define a Wrestler but those that would walk alongside him. Ruled by nothing but their Ideals Unlike alignment choices that you may use to dictate how you play a character of another class, a Wrestler can be categorized into one of three moral guidelines that you may choose to use to help you in roleplaying aspects or just define a general personality for your Wrestler. These three are: The Babyface: A Wrestler defined by his honesty and good intentions. This is a Wrestler who thrives on performing to the crowd's liking or defending his loyal friends from evil's clutches, head held up high every passing day knowing that he is making the world a better place, step by step. Tends to respect the art of Wrestling and opts not to do anything that would undermine his adversaries. The Heel: A sleazy, sneaky and dirty Wrestler who does what he can to get things his way. Usually cares only about himself and has no qualms or worries about sabotaging other people if it furthers his goals, whatever they are. Focuses on handling his opponents in an arrogant and unsportsmanlike manner like cheap shotting them and gives no fucks if anyone else thinks badly of him, solving that issue many times with a simple chair shot to the face. The Tweener: With good and bad, face and heel, there is also balance, that is the essence of the Tweener. This is a wrestler that categorizes himself as being morally neutral or ambiguous. At one point he might offer a handshake to a defeated opponent while in the next second he might be ripping it's arm out. A wrestler truly defined as trudging between what he considers good and evil. Quick Build The Wrestler You can make a Wrestler quickly by following thse suggestions. First, put your highest ability score in Strength Proficiency (or dexterity if you intend to pick the Technician Level Bonus Features Dimes specialization), followed by Charisma. A High constitution 1st +2 Highly Trained, Unarmored -- will also helps since you are a frontline fighter but it can take Defense a backseat to STR and CHA. Second, choose a background 2nd +2 Number one Contender, 2 that would benefit skill checks focusing on those 2 abilities. Wrestling Persona 3rd +2 Pick a Gimmick, Gimmick 3 Feature Class Features 4th +2 Ability Score Improvement 4 As a Wrestler, you gain the following class features: 5th +3 Extra Attack, The Champ is 5 Here Hit Points 6th +3 Gimmick Feature 6 Hit Dice: 1d12 per Wrestler level 7th +3 Three Count 7 Hit Points at 1st Level: 12 + Constitution Modifier 8th +3 Ability Score Improvement 8 Hit points at higher levels 1d12 (or 7) + your Constitution Modifier 9th +4 Going Over 9 10th +4 Gimmick Feature 10 Proficiencies 11th +4 Worked into a Shoot 11 Armor: Title Belts 12th +4 Ability Score Improvement 12 Weapons: Improvised Weapons (Tables, ladders, chairs, etc.) 13th +5 Hulking it out 13 Tools: Disguise Kit 14th +5 Gimmick Feature 14 Saving Throws: Strength or Dexterity, Charisma 15th +5 Rematch Clause 15 Skills: Choose 3 from: Acrobatics, Athletics, Deception, 16th +5 Ability Score Improvement 16 Intimidation, Perception, Performance, Persuasion and Survival. 17th +6 Protected Finisher 17 18th +6 The Masterlock 18 19th +6 Ability Score Improvement 19 Equipment 20th +6 Undisputed Multiverse 20 You start with the following equipment, in addition to the one Champion granted by your background: A disguise kit with 1 or 2 different wrestling outfits (a) An Entertainer's pack, or (b) a Dungeoneer's Pack Creating a Wrestler Wrestlers are not exactly common in the World mostly being seen as rare attractions, ocasionally travelling across the lands with fellow Wrestlers as members of an Organization (also known as a Wrestling promotions). Consider the following when creating a Wrestler: How did he learn the art of Wrestling, was he self taught? Did he wander the lands in search of a tutor? Why did he pursue Wrestling as a way of life? What does he seek, is it fame and glory? Perhaps to hone his skill. Feel free to explore these aspects when imagining your character and it's place in the world the DM is building. What is his reasoning to adventure with others not following the same path as him? Would he fit into those same group of individuals? Do note that as with all homebrew classes you should discuss if he allows The Wrestler to be inserted into his setting seeing as it can be seen as a sort of a "joke" class. Charging Attacks: Moves that can only be performed if Highly Trained you run at a target for atleast 10ft before attempting them. You have undergone rigorous training over the years and as No grapple is required for these maneuvers as well. such your Unarmed Strike damage increases from 1 to a d4 (scaling with level as shown in the Player Handbook Monk Note: Wrestling Maneuvers are located at the end of this Class). PDF alongside it's characteristics and Prerequisites. In addition, Successfully grappling, landing an Unarmed Strike or performing a wrestling maneuver allows you to use Wrestling Persona your Bonus Action to attempt another Unarmed Strike or When you reach 2nd level you begin to get a feel of the Wrestling Maneuver dramatic and teathric part of Wrestling and as such you take your first steps into further developing a persona that best Unarmored Defense defines what kind of wrestler you are. You may choose one of the following 3 personas for your Wrestler: While not wearing armor (besides Title Belts), your AC becomes 10+ STR OR DEX Modifier + CON Modifier. The Babyface: A Wrestler loved by the general public, Wearing any armor will negate this formula and your AC will usually seen as as a heroic underdog or as a righteous then become the normal calculations for whatever armor you dominator and as such are usually given extras and have equipped. bonuses whenever recognized. A Babyface wrestlers gets Proficiency in Persuasion and Performance or expertise in one of them if he already has proficiency in both. Number one Contender Furthermore, once per long rest, whenever a Babyface wrestler performs one of his Wrestling Maneuvers (does At 2nd you gain the "Grappler" feat present in the Player's not include Signature/Finisher Moves) he can use it Handbook, page 167. You also now have access to basic without consuming Dimes. Wrestling Maneuvers which, most of them, use a resource unique to the Wrestler class, Dimes, which recharge every The Heel: On the other hand, Heels are hated and feared long rest. The number of Dimes you have for each Wrestler by the masses, but their power is nonetheless respected. Level is present in the class table. Heel Wrestlers get proficiency with Intimidation and The number of Wrestling Maneuvers you may know are Deception or expertise in one of them if he already has equal to 4+CHA Modifier. This value increases to 6 at 5th proficiency in both. In addition, the Heel now has access level, 8 at 10th level, 10 at 14th level and 12 at 14th level. to Dirty Moves, special wrestling maneuvers used only by Signature and finisher moves (from your Gimmick choice) the scummiest and devilish of Wrestlers. have a different ruling explained later in their correspondent Note: Dirty Moves still count towards your known section. Wrestling Maneuvers. Note: A Wrestling Maneuver's damage is calculated by [Maneuver Damage] + [Strike Damage] + STR or DEX The Tweener: A Wrestler who shifts his way of thinking Modifier, whichever applies to the move in question. and actions as the situation eequires, bounded by no one or anything, good and bad for him is nothing but a choice There are, in general, 4 types of wrestling moves and most of that has to be weighted, choosing the one that would them work like follows apart from some exceptions which benefit him most.
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