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 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 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 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 , 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. A Tweener Wrestler gets proficiency in will have them stated on the move info block: Survival and Insight or expertise in one of them if he Lifting Techniques: These Techniques require you to already has proficiency in both of them. Along with this, have the target grappled and both be standing and to then once per short rest, any skill check made to determine succeed on an attack roll. what your intentions are is done with disadvantage. Submission Holds: Performed on Prone opponents, Requiring a grapple check to be locked in properly. The damage on these maneuvers are done in a "Tick". Note: A "Tick" is the term for continued and sustained damage over time for submission maneuvers. Once you have a submission locked in, you can choose to forgo the "Attack" option to simply continue dealing the damage of the maneuver--without needing attack rolls--until the target in question breaks free or passes out.

High Risk Moves: These are leap attacks, able to be performed when you are jumping from a location that is higher than where your target is and require no grapple. The target may be required to be prone for this to work. These moves, although in general more powerful (Note: You add the fall height damage to the overall damage), they come with a big setback. Failing to hit this maneuver (AKA a botch) makes it so the Wrestler is dealt the full damage rolled, including fall damage. Pick a Gimmick The Champ is here At 3rd Level you take a big step in fleshing out the art of Once you reach 5th level you can start procuring your first of Wrestling to your liking and as such after much thinking you potentially many Title Belts. This can be done in a multitude have decided to dedicate yourself to a specific Gimmick, of ways, from fighting a local champion to making someone determined that there is no better and quicker way to craft your own, it is all up to your and your DM. becoming a world renowned Main Eventer and Dime Drawer. A Title belt is a piece of equipment you choose to wear Choose one of the four Gimmicks available further down in around one of your shoulders or waist, symbolizing much this PDF: The Grand Slammer, The Technician, The Brawler respect, power and confidence. While a Wrestler has a Title or The People's Champ. Each Gimmick provides features at Belt equipped you gain a +2 Bonus to AC and a +1 to one of 3rd level and again at 6th, 10th and 14th levels. your ability scores depending on which title you choose to search for (+1 STR for the World Heavyweight Championship, +1 DEX for the Cruiserweight Championship, Ability Score Improvement +1 CON for the Hardcore Championship or +1 CHA for the When you reach 4th level, and again at 8th, 12th, 16th and Tag Team Championship). 19th level, you can increase one ability score of your choice Note: Only one title belt can be worn at a time and only a by 2, or you can increase two ability scores of your choice by Wrestler can gain the benefits of wearing one. 1. As Normal, you can't increase an ability score above 20 using this feature. Three Count Beginning at 7th level you may now, once per combat, use Extra Attack your Bonus Action to attempt to Pin an enemy to bestow upon you the most glorious of personal victories. If the target Beginning at level 5, you can attack twice, instead of once, of the Pin is conscious it must roll 3 STR Checks against you whenever you take the Attack action on your turn (With Disadvantage if following a Successful Signature or Finisher Move). If the target fails all 3 checks you sucessfully pin it, restoring your Wrestler Level + Half CHA Modifier worth of Hit Points as you gain this sudden burst of energy seeing the enemy humiliated and bested before you. If the target is unconscious, you automatically succeed on the Pin.

Going Over Once you reach 9th level, once per short rest and as a bonus action, you may point at an enemy within 60ft and mark him as the focus of your attention, fully intent on burying him in the field of battle. Until the target is defeated or you are knocked unconscious you may add your CHA Modifier to both attack and damage rolls against that target. Your Strikes and Wrestling Maneuvers also become magical for the sole purpose of overcoming enemy resistances. If the target happens to retreat from the party or neither are victorious, you can choose to keep this effect on the creature for the next 24 hours. Do note that if you happen to take a short rest while holding the effect, you will not regain the use of "Going Over" until the 24 hours have passed. Worked into a shoot The Masterlock Upon reaching the 11th level you are able to taunt and Beginning at the 18th level you have reached the potential to verbally diss a group of enemies into unyielding rage, making perform otherwordly feats when it comes to Grappling them take full notice of you and only you. You may use your opponents, no matter their shape, size or form. Bonus Action to target a number of creatures up to your CHA Up to a number of times equal to your CHA Modifier (Minimum of 1) within 60ft of yourself and force Modifier(Minimum of 1) you may choose to automatically them to make a Wisdom Saving . The Saving throw is succeed on Grappling an opponent, demonstrating an equal to 8+Proficiency Bonus+CHA Modifier. unmatched display of power and determination that leaves If the Target(s) fail the Saving Throw they are obligated to everyone present in awe. target The Wrestler with weapon attacks for a full minute or Everytime you use this feat you must roll a DC20 CON until they succeed on the Saving Throw (which is done at the Saving Throw to determine if your body feels the wear and start of a creature's turn). If the DC is failed by 5 or more, tear of this Colossal feat of Strength and on a fail you attacks done against the Wrestler are done at a disadvantage. immediately suffer 1 level of Exhaustion. This ability can be used a number of times equal to Half your CHA Modifier (Minimum of 1), recharging every Long Undisputed Multiverse Champion Rest. Upon reaching 20th level theres is no doubt: you are the Hulking it out greatest champion to grace the Multiverse, delivering power blows that would rival even the Gods themselves. You gain At 13th level you have learned to live by the motto "No Pain, the title of "Undisputed Multiverse Champion" and are No Gain" and as such at time welcome physical confrontation known across the Planes as a true living legend. in order to better yourself. You may now begin to pursue, craft or get someone to craft Once per Short Rest you can use your Action to choose not you THE Title Belt of Title Belts. It is entire up to the DM to to attack but instead lock yourself in place just hyping convey what the Title Belt grants once/if you do get it. An yourself up and pumping your arms flamboyantly in order to example would be making it a vast upgrade over the 5th level prepare yourself for any oncoming contact. version, potentially making it grant a +4 Bonus to AC and a For the duration any enemy that targets you with a melee +2 to 2 different ability scores, allowing you to break the attack also suffers an immediate counterattack from yourself maximum 20 on the ability score. as you attempt to hit it with an Unarmed Strike or Improvised Weapon. You may spend consequent turns forgoing any attacks to continue Hulking Out. You automatically stop Hulking Out if you do not get attacked until the start of your next turn. Rematch Clause You have beaten, brutalized and victimised countless adversaries and with that come vast experience in the art of Grappling and subduing your opponents learning over time their Strengths and Weaknesses. Starting from 15th level, whenever you face a familiar opponent, you gain Advantage on Attack Rolls to determine if a Wrestling Maneuver hits and a +5 to the damage rolled as you can pinpoint where a target is most vulnerable and completely exploit that. Protected Finisher At the 17th level you have mastered your finisher and can now deliver it at your fullest potential to completely decimate whoever decides to take it head on. Whenever you successfully perform your Finisher Move you automatically Pin the target afterwards, requiring no Checks. Furthermore whenever you decide to use your Finisher Move but not before the Attack Roll is confirmed to have hit you may add up to 4 extra d6s (at the cost of 1 Dime per die) to bolster the power of your ultimate move. Wrestler Gimmicks Take a bump brother Once you reach 6th level you become a dominant and fearful At one point in a Wrestler's life (3rd Level) they come to an presence in the battlefield and it shows in the way you handle important choice: they must delve deep inside themselves to your oponents. decide how to best take advantage of their Strengths and how When you sucessfully perform a Lifting Technique you can, to better hide their weaknesses to the general public, thus for double the Dimes cost of the original move, immediately reaching their max potential, avoiding becoming a charisma lift the enemy and perform the move once again for some vacuum and as such becoming the biggest Dime drawer in added mayhem and destruction. the land, this meaning, they must create a gimmick for Note: You still need to make an Attack Roll for the second themselves. lifting technique. For some Wrestlers this means bolstering their physical prowess to do unimaginable feats of power, to others they would rather become a master of the Submission, an expert Iron will, Steel body at holding an enemy down or performing death defying At 10th level you have reached peak performance not only moves from any platform. Some prefer to take a more physically but also mentally, having developed over time hardcore approach to Wrestling, making their main focus to nerves of steel in the harshest of situations . incapacitate and hurt their opponents through a multitude of If you have sucessfully performed a Wrestling Maneuver or weapons and finally some prefer for the Wrestling Maneuvers Grappled the past turn you are not able to be Frightened or to take a backseat to the incredible and charismatic speeches Charmed. In addition, Saving Throws to avoid being poisoned and disses you are able to deliver to both audiences and are done with advantage. enemies. The Beast Incarnate The Grand Slammer At 14th level you have perfected the art of lifting and setting up an opponent for his demise with a single arm but it comes The “heavy hitter”. The “powerhouse”. The “wrecking ball”. at a cost. You may attempt lift up to 2 targets at once (both These are just a few of the nicknames you've garnered –and still require an action and a grapple to succeed). The Lifting you've earned every last one. You are all that is man—a titan Technique that follows only needs to be performed once defined by your incredible physical power, leaving spectators (Dimes are also single cost) and both the targets take the awestruck with feats of seemingly inhuman strength. Some same damage rolled. foes may laugh at your lack of weapons at first...but they are Note: Grapples done to lift 2 targets at once are done at a quick to learn as their bodies are lifted and thrown across the Disadvantage ground that you are far deadlier than anything you might carry

24-inch pythons Note: Pythons refer to your incredible and well chiseled biceps, not actual pythons. You have become unnaturally strong and it shows. Starting at 3rd level when you pick this gimmick you now have Advantage on Athletics Checks. Furthermore, you can grapple, shove and lift creatures one size larger than yourself as if they were your size. Finally, you now have access to powerful Wrestling Maneuvers available only to The Grand Slammer. These share the same restrictions as the explained in the "Number one Contender" description. The Technician The word "fear" does not exist in your vocabulary. You've put your body through hell and back, mastering the art of Submission Holds and High-Risk Maneuvers. Although you're not a colossus on the battlefield, you've learned how to use your momentum and quick reflexes to drop even the greatest of foes to their knees and how to use gravity to crush them into the dirt. Whether springing around your enemies or holding them in place, a Technician is always a true spectacle to behold for any fortunate enough to watch.

Daredevil Bumps, Bruises and broken bones are all part of your job description. By 3rd level, you've become a natural at death- defying, heart-stopping and bone-breaking maneuvers that leave the fans at the edge of their seats. You gain advantage on Acrobatics Checks. Furthermore, you may now use your Acrobatics instead of Athletics to grapple an opponent, provided it's intent is for a submission hold or a High Risk Move. Finally, you get access to unique Wrestling Maneuvers to the Technician gimmick.

Sticks, Stones and Broken Bones By 6th level you have learned how to maximize the power of your leaps and holds while minimizing the repercussions of Best there was, best there is, best there botching these difficult maneuvers. ever will be Whenever you botch a High Risk Move you only suffer half Starting at 14th level you have become a master of chain the damage, rounded down. Additionally, whenever you wrestling to the point where it seems as easy to you as tying perform a High Risk Move or a Submission Hold (this some shoelaces or kicking some ass. includes keeping the hold on the enemy) you add your Upon sucessfully performing a High Risk Move on a target proficiency bonus to the damage. your next Submission Hold this turn (excluding Finishers) can be executed without a Dimes cost. This can only happen Total a number of times equal to half your DEX Modifier. In addition, whenever a creature targets you for an attack Upon reaching 10th level you now have an incredible vicegrip while you are holding a submission and it misses, the target for holding your opponent in place, making him struggle to be you are grappling takes the damage for that attack as you released from your clutches until you say so. expertly maneuver yourself and it's body to shelter yourself Whenever you have an opponent locked in a submission and reak havoc on it's joints. and keep forgoing Attacks to keep the ticks racking a timer begins, starting on the first turn a creature fails the grapple contest. If the submission is held, without interruption, for 3 consecutive turns then the enemy will automatically fall unconscious from the unimaginable pain you are delivering to his limbs if he fails a DC20 CON Saving Throw. This saving throw is repeated every turn after the 3rd where the grapple continues to be mantained. The Brawler Kicking ass and Taking names Ferocity, toughness and no fucks given in the ring is how to Starting at 10th level you can pinpoint when an enemy is best describe you. To you, beating someone or something up reeling from a strong hit and immediately capitalize on that with whatever you can get your hands on for a weapon is with astonishing power and momentum. preferable, whether it be a folding chair, a wooden table, a Whenever you Critical Strike on an Improvised Weapon ladder or anything else, compared to wasting your time Attack Roll you can roll an additional damage die (no Grappling and chopping like a pansy. modifiers are added). You will rarely back down from a fight, determined to crush Ontop of this, every Brawler loves using a multitude of your enemies in a multitude of ways, delivering a can of weapons but deep down everyone has a favorite way of whoop ass to whoever would stand in your way. inflicting pain and causing mayhem. Choose a fighting style Rest assured, whatever The Brawler may lack in technique out of every available one in the PHB. and finesse he more than makes up with experience, street knowledge and caginess. Gimme a fuckin chair You have become one with Tables, Ladders and Chairs and What a slobberknocker garnered immense reputation and respect, enough so that it You have become an expert at delivering the most powerful incites The Gods of Wrestling, whoever and wherever they blows with Improvised Weapons, to the point where you are to help you in your adventures. think to yourself why even slap , or and enemy Beginning at the 14th level, as an action, you shout to the when you can cave their skull in with whatever you can find. sky for some fucking chairs and lo and behold, chairs show Starting at 3rd level when you pick this gimmick any up and oh boy, DO THEY SHOW UP. 4 chairs for a total of Improvised Weapon you use now has it's own damage die 4d6 damage drop in a 10ft radius at a specific point that you (depending on what Improvised Weapon you have equipped, can see within 60ft of yourself. These chairs do not require a few of them will be listed later on this page; Feel free to an Attack Roll and you can determine what creature gets hit come up with new ones alongside your DM) as opposed to with what amount of chairs. Any creature hit with a chair is the regular 1d4+STR that they usually have. knocked prone. Additionally, any attack done with an improvised weapon You can choose to expend 1 Dime to drop one additional can now crit on a natural 19 as well. chair for an added 1d6 of damage. There is no limit to the Finally, you gain unique Weapon Maneuvers, exclusive to amount of Dimes you can add to this effect. The Brawler Gimmick. You can only use this feature once per short rest.

Broken in half Some Improvised Wrestling weapons Name Damage Information Beginning at 6th level you've learned how to best stiff and outpower your opponents, combining your deadly expertise Chair 1d6 (1d8) Bludgeoning Grapple, Versatile of unconvential weaponry with your Wrestling prowess. Ladder 1d8 Bludgeoning Grapple, Two-Handed, As a free action you can choose to drop your Improvised Special*1 Weapon anywhere in a 10ft radius (To pick it up still requires Spiked 1d4 Piercing (Bleed Light, Special*2 a Bonus Action). When you perform a Wrestling Maneuver 2x4 DC13CON) and the target lands ontop of it, the target recieves additional damage equal to the max damage roll that weapon can inflict Table 1d8 Bludgeoning Heavy, Special*3 (no modifiers are added). Note: A weapon with the Grapple Trait means that you can Grapple creatures and perform certain Wrestling Maneuvers on them without having to drop the weapon. It is up to the DM and Player to discuss which Wrestling Maneuvers are able to be done this way. An Example would be being able to while wielding a ladder.

*1: A Wrestler may use his bonus action while wielding a ladder to hold it in place vertically, allowing potentially other wrestlers to climb it and perform wrestling maneuvers from up top;

*2: Upon hitting an enemy with a Spiked 2x4 attack it must succeed on a DC13 CON Saving Throw or suffer 1d6 points of Bleed damage at the start of it's turn. If the target magically regains hit points or succeeds on a DC15 Medicine check the bleeding stops.

*3: A Wrestler can use his bonus action to set the table 5ft from him or to retrieve it. A Wrestling maneuver ontop a table will do 1d8 bludgeoning damage. It is up to the DM to convey whether the table breaks or not. Armbar Wrestling Maneuvers Free [Unarmed Strike per tick] You lock your legs across the target's chest while applying Note: A Wrestling Maneuver's damage is calculated by the pressure on one of it's arm, extending the joint to the damage shown in the maneuver itself, plus your current breaking point. If the target breaks the grapple. Target cannot unarmed strike damage + STR or DEX Modifier. use one of it's arms the following round. Lifting Techniques Rear Naked Choke Require a target to be grappled and most of the times Costs 1 Dime [Unarmed Strike per Tick] standing. Much Like a sleeper hold except done on the ground and designed to just outright crush an opponent's throat if they Body Slam don't tap out. Target remains silenced while in this hold and Costs 1 Dime [2d6 Maneuver] for one round following a grapple break. You lift your opponent and throw it down hard onto any adjacent square. Target must succeed on a CON save or fall High Risk Moves prone. If thrown onto another creature, the second one takes Leaping Attacks. High Damage but can be botched dealing half damage and must also make a saving throw. full damage to the user. No Grapple Required. You add 1d6 damage per 10ft of distance between you and the target. Pile Driver Costs 1 Dime [2d6 Maneuver] Flying Clothesline You hold your opponent upside down and drop them down Free [2d6 Maneuver] hard on the floor, head first. Target must succeed on a CON You jump and hit the target straight in the upper chest with Saving Throw or be stunned for 1 round. a clothesline, knocking them down. Target is knocked prone if the attack lands. Irish Whip Free [No Damage] Missile Dropkick Sends the target running their maximum movement in a Costs 1 Dime [3d6 Maneuver] direction of your choosing. You jump from up high, transferring all your momentum towards both your feet as you hit the target straight on it's DDT upper chest / face. If the attack lands the target is launched *Free [1d6 Maneuver] 10ft in the opposite direction. You also land prone. Wrap your arm around your opponent's head and drop them face first into the ground. Target is laid out prone and Frog Splash you mantain grapple. Costs 1 Dime [4d6 Maneuver] Requires a prone target You jump, mimicking a frog's leap, landing full force on it's Ground Strikes body. Performed on a prone opponent. No Grapple required. Charging Attacks Drop Require you to run 10ft before being able to perform them. Free [1d6 Maneuver] No Grapple usually required. You drop your elbow straight into the target's chest with enormous impact on the ribcage. Running Clothesline Free [1d6 Maneuver] Stomp You run at the target, swinging your arm around its throat. Costs 1 Dime [1d6 Maneuver] If it hits, target is laid out prone. You start stomping either the target's arms or legs with vicious hits. If you choose to hit the arms, the creature has Dropkick disadvantage on it's next Attack. If you choose to hit it's legs, Free [1d6 Maneuver] until the end of it's next turn it has half movement. You run at the target, launching both your feet into the air and onto the target's upper body/ face. You are knocked Submission Holds prone and the target, if the attack hits is launched 10ft in the Require a Grapple and mostly used on prone opponents. opposite direction. Primarily used to immobilize targets.

Sleeper Hold Costs 1 Dime [Unarmed Strike per tick] (Can be used standing) You clutch the target's neck from behind cutting it's supply of oxygen while mantaining pressure to damage it. If successful, target falls asleep 1 round per tick. Dirty Moves Charging Attacks Must be standing. No Grapple Required. Very Spear unsportsmanlike so unique to Heels. Costs 2 Dime [3d6 Maneuver] Use your full bodyweight to slam into the target in a Cheap Shot football-style shoulder tackle. The target is laid out prone, Costs 1 Dime [1d6 Maneuver] and is instantly considered Grappled. You use your Reaction to sucker punch a target who is attempting to attack you, causing damage and forcing the Superman Punch creature to roll the next attack with disadvantage due to the Costs 1 Dimes [2d6 Maneuver] surprise factor. Can only be used once per target. You cock your fist and after a quick sprint jump with all your momentum, landing a full impact punch to the target's Eye Poke jaw. If it hits target is knocked prone. Costs 1 Dime [1d6 Maneuver] You quickly distract the creature and without having a chance to react you poke your thumb into it's eyes. Target is Ground Strikes blinded for 1 round. Double Axehandle Low Blow Costs 1 Dime [1d6 Maneuver] Costs 1 Dime [2d6 Maneuver], User must be bleeding. Using both hands like a sledgehammer, you slam down on You get down on your knees begging for mercy, making the your target's head. Target must succeed on a CON save or get target drop it's guard. You then hit it directly in the groin area, stunned for 1 round. stunning for 1 round if the target is male. If the target is female or "unequipped" you only deal half damage and no stun occurs. Signature Moves Unlocked at 8th level and they do not have the same Interference restrictions as general Wrestling Maneuvers, you choose one Costs 1 Dime [1d6 Maneuver] at 8th level and once again at 12th and 16th level. Only usable If an adjacent ally is targeted for an attack you may use after a successful attack. your Reaction to slam your body into the attacker's, forcing them to reroll the attack with disadvantage. Hit or miss, the Choke Slam target will turn it's attention the following round towards you. Costs 3 Dimes [6d6 Maneuver], Requires target to be Grappled and Standing. You clamp your hand around the target's throat, lift them Grand Slammer Specific up and slam them back into the dirt. Target must roll a CON save. If Successful, they are silenced for 1 round. If failed they Moves are incapable of speech until healed, naturally or magically. Lifting Techniques Back Breaker Costs 3 Dimes [6d6 Maneuver], Requires target to be Grappled and Standing. Gorilla Press In a mighty display of strength, you raise your opponent Costs 1 Dime [3d6 Maneuver] high above your head before cracking their spine over the top Benchpress your opponent over your head, throwing him to of your . The target must roll a CON save—if they fail, a square 5ft next to you that is not occupied. Make a STR they are Paralyzed for 1 round. If successful, they are not Check against the target. If Successful you can heave the paralyzed, only prone. target up to 10ft from you to a free space, landing prone. German Costs 3 Dimes [3d6 Maneuver], Requires target to be Costs 2 Dimes [4d6 Maneuver] Grappled and Standing. Pull your opponent head-over-heels into the air and then you hoist your opponent over you from the back before slam them back first down to the earth. If it hits target is falling with him, slamming his back into the ground and knocked prone and stunned for 1 round. mantaining grapple. On your next turn, if the enemy is still grappled, you may repeat the German Suplex for no cost. Suplex This repeats until you fail the Attack Roll or until 3 German *Costs 1 Dime [2d6 Maneuver] are performed. You hoist your opponent vertically above your head for a while before falling with it, slamming into the ground and mantaining grapple. On your next turn, if the enemy is still grappled, you may repeat the suplex for no cost. This repeats until you fail the Attack Roll or until 3 suplexes are performed. Finishers Flying Headscissors Costs 1 Dime [2d6 Maneuver] The strongest move in a Wrestler's arsenal, designed to end a You wrap your legs around the target's head and use your battle once and for all. Unlocked at 12th where you must momentum to spin around their body, creating so much choose one, and only one from the list, depending on what torque that you literally throw them off their feet. Confused Gimmick you chose. Only useable after a successful attack by what just happened to them, your opponent has and only if an enemy is "bleeding" (below half health). Disadvantage on their next attack. Jackhammer Costs 5 Dimes [10d6 Maneuver], Requires target to be Ground Strikes Grappled and Standing. With unbelievable power, you hoist your opponent high into the air, holding them vertically for up to five seconds before Lionsault twisting your body and slamming them back down onto the No Cost [1d6 Maneuver] ground. Target is Stunned for 2 rounds. Showing your impressive acrobatic skills, you do a standing backflip and splash with your full force down onto Tombstone Piledriver the target, automatically pinning them. If you can catapult Costs 5 Dimes [10d6 Maneuver], Requires target to be yourself off of a wall or sturdy object within 10 feet, Grappled and Standing. Lionsault's damage increases to [2d6 Maneuver]. With terrifying ease, you twist your unsuspecting opponent upside-down, their head held just a few feet off the ground— Submission Holds before dropping heavily to your knees and yanking downward, crushing their neck and smashing their face several inches into the earth. Target is Paralyzed for 1 round. Sharpshooter Costs 2 Dimes [2d6 Per tick] The F5 With a stylish spin, you twist the opponent's legs around Costs 5 Dimes [10d6 Maneuver], Requires target to be your own and turn them onto their stomach, before kneeling Grappled and Standing. on their back and wrenching their legs back over their head. With minimal effort you lift your opponent onto your The target's movement speed is reduced by 10 feet per Tick shoulders, one hand next to his feet and the other behind his —if Sharpshooter Ticks on an opponent at 0 movement neck. As swiftly as you lifted him up, you twist him to the speed, the target is unable to stand for the duration of combat side, releasing him at the highest moment, making him land unless healed. face first on the ground in a very awkward manner. If this critically hits, the target is knocked unconscious. STF Costs 1 Dime [2d6 per tick] You grab one of the opponent's legs, and places the The Technician Specific opponent's ankle between their thighs. You then lie on top of the opponent's back and locks his arms around the Moves opponent's head, pulling back and stretching the opponent's Lifting Techniques back, neck, and knee. Chickenwing Costs 2 Dimes [2d6 per tick] Hip Toss You grabs your opponent's arm, pulling it around behind Costs 1 Dime [2d6 Maneuver] the opponent's back. This stretches the pectorals and You grab and control your opponent's arm, using their own shoulder joint, and immobilizes the arm. Holding this for momentum to flip them over your hip and slam them onto the longer than the initial turn causes the target to be ground. Target is prone and Grappled, incapacitated of it's focused arm for the round following the break of the hold. Charging Attacks High Risk Moves Tilt-a-whirl DDT No Cost [1d6 Maneuver] Diving Crossbody You run at your target and with the momentum jump Costs 1 Dime [3d6 Maneuver], Targets must be standing towards him, locking him up for a rotating DDT, landing face You jump from an elevated position onto up to 2 targets first. If it hits, target is grappled. adjacent to eachother, landing horizontally across the opponents torso, forcing them to the ground. Phenomenal Forearm Diving Costs 2 Dimes [4d6 Maneuver] Target must be Standing Costs 5 Dimes [10d6 Maneuver], Requires target to be prone You jump from somewhere high onto an enemy, reeling You jump from as high as you can in a free falling motion, your forearm back and with the fall speed immediately smash head sticking out. You then fall headfirst as hard as you can it straight onto an opponent's skull, landing ontop of him and ontop of the opponent's heart, making him skip a beat. Highly immediately Grappling. Target must make a CON save. If it regarded as one of the most dangerous Wrestling Moves. If fails, it is stunned for 1 round. you hit the target is paralyzed for 2 rounds. If you happen to botch this move you fall automatically unconscious, being Signature Moves able to only stand up after a couple of hours or magical healing of any sort.

Frankensteiner The Brawler Specific Costs 3 Dimes [4d6 Maneuver], Requires target to be Standing. Moves You leap up and clamp your legs around your opponent's neck before whipping yourself backwards, your momentum Note: The Unarmed Strike damage that you usually add to a Wrestling Maneuver becomes the Improvised Weapon throwing the target head-over-heels onto their back. You damage die you currently are wielding. release the grip, flinging the target 10 feet towards a direction of your choosing and causing equal damage to any Lifting Techniques creatures he impacts on the way, knocking them prone.

Shooting Star Press Costs 3 Dimes [7d6 Maneuver], Requires target to be prone. Costs 1 Dime [2d6 Maneuver] You jump forward from an elevated position and press your You lock your target in a front facelock before swinging his knees to your chest, executing a backflip in mid-air, and body in reverse and falling with him, making his neck take landing on the opponent in the splash/press position. the full brunt of the impact as it drops to the ground. Target must succeed a CON saving throw or be stunned for 1 round. Ankle Lock Costs 3 Dimes [3d6 per Tick], Requires target to be prone and grappled. Charging Attacks You grab the target's foot and lift their leg off the ground. With one hand you grab the outside of the foot, with the other hand you wrap the ankle and begin twisting it. You can Lou Thesz Press choose to hold this submission by standing or locking it Costs 2 Dimes [1d6 Maneuver] better by knocking yourself prone. While standing you won't You run towards your target jumping chest first into him, suffer attacks with advantage. While prone, attacks made knocking him down and pinning him in a body scissors. After against you will be done with advantage but the grapple mounting an opponent, on your next turn, if you are still in contest to get out of this hold is done with disadvantage. the same position, you may perform "Mounted Punches" with the same power as the cost of 2 Dimes for free.

Finisher Big Boot Costs 1 Dime [2d6 Maneuver] You quickly run towards the enemy at full speed and as you Crippler Crossface close in on him you raise your foot, and connect your boot Costs 5 Dimes [4d6 per tick], Requires target to be prone and directly to the enemies head, knocking it prone. grappled. You wrap both hands around the opponents face, and your legs around the closest arm. You then proceed to pull back with all your might, applying devastating pressure to the shoulder, back and neck area. While a target is held in this maneuver it is both blinded and silenced.

Red Arrow Costs 5 Dimes [12d6 Maneuver], Requires target to be prone. Much like the Star Press except ontop of the backflip you also add a 360º twisting motion for added impact. Ground Strikes Curb Stomp Costs 3 Dimes [6d6 Maneuver], target must be prone, need to move 10ft towards target You patiently wait for your target to get on it's knees, Mounted Punches waiting to get up, building momentum. When you see this Costs atleast 1 Dime and up to 4 Dimes [1d6 Maneuver per happen you immediately jump ontop of it, putting one of your Dime] feet on the back of it's head, delivering his face, crushingly, You mount your target, and immediately start stiffing it onto the floor. If it hits, the target is stunned for 1 round and with hard blows to the sides of it's head. You punch twice per if it fails a CON Save becomes incapable of speech until Dimes used (Damage is still 1d6 per dime) as you just start magically healed as it's teeth get destroyed from the impact. wailing without remorse. Burning Hammer Con-Chair-To Costs 3 Dimes [6d6 Maneuver], target must be standing and Costs 2 Dimes [3d6 Maneuver], Along being prone, it grappled requires the target to have a potentially damaging object near You lift your enemy ontop of your shoulders, chest side up it's head and the user to be wielding some kind of weapon and once ready, grabbing his neck, you proceed to shift your You place an object on one side of the target's head while weight towards his head's side, spiking his skull onto the preparing a weapon strike to smash his head through it for ground. If it hits, target is Paralyzed for 1 round. added gratuitous violence and force. The target must make a CON save or become paralyzed for 1 round. Finishers Submission Holds Stunner Costs 5 Dimes [10d6 Maneuver], Target must be standing Camel Clutch and grappled. Costs 1 Dime [1d6 per tick]. You hit your adversary in the stomach lowering his stance You sit on your target's lower back and proceed to place before turning your back, locking his head ontop of your your hands below it's chin, pulling it back with great power, shoulder and driving yourself down with full momentum, bending it's back with all the weight exertion. Upon breaking crushing his jaw on impact with your shoulder and knocking this hold, the target has disadvantage on CON saving throws him down and back 5ft into an unoccupied space. It must roll for a number of turns equal to the number of ticks of damage a CON Save, being stunned for 1 round if succeeding or 2 it took. rounds if failed.

High Risk Moves RKO Costs 5 Dimes [10d6 Maneuver], Target must be standing, you or target need to have moved 10ft this turn Leaping You patiently, like a viper, await for the best time to strike Costs 1 Dime [3d6 Maneuver], Requires target to be prone. and when it comes you run up to an enemy, lock his head You jump from somewhere high and target your enemie's ontop one of your arms and immediately send both your throat as you drop down leg first into it, potentially impairing bodies flying in a direction you choose for 10ft, making the his speech for a while. Target must make a CON save or target land devastatingly head first. This finisher can be used become silenced for 1 round. as a reaction if an enemy has moved atleast 10ft in your direction and targeted you for an attack. Roll a STR Check Signature Moves and if you win, you deliver the RKO Outta Nowhere on your opponent. If you fail you still use up the 5 Dimes Cost.

Vandaminator Costs 3 Dimes [6d6 Maneuver], Target must be standing. You gently throw your weapon at your target as if asking him to grab it, and if it is feasible, he does grab it, dropping whatever he was wielding on the ground near him. The target must then make a Wisdom Save. If he succeeds he immediately understands you are setting him up and as such drops your weapon as well. If he fails, he does not understand the situation and you immediately capitalise on this by dropkicking the weapon which then hits the targets face, full force. If the target succeeds on the save the kick still happens but it loses much of it's power and momentum, dealing only half damage. Conclusion and Author's notes

Here is where I post potential future ideas and answers to some questions/statements my dnd group or any idiot who comes upon this page might ask: "How come you did not make the "Double Team" Mechanic you wanted? First of all, fuck you Gepeto, the reason why is because why add a stupid, unnecessary mechanic to an already advanced class when you can just make this shit up as you go with the DM? Just ask him if you can ready up an action while your other fellow wrestler proceeds to do his move and you join in, badaboom, double team, calculating damage is up to your asses though;

"How come there are not more Wrestling Maneuvers/Improvised Weapons?" Because a) it's already hard enough to not step on other Maneuvers' toes so if you wanna make up more moves, do it yourself. b) Once again, you're a big boy, if you want a different type of weapon just talk to the DM "I thought you said you were planning on making a 4th Gimmick" Once again, fuck you Gepeto, but that is true. I decided against it because I felt like the 3 gimmicks reflect well a wrestler's potential variety, while my 4th idea "The People's Champ" can be summed up in a manner in which you can play a wrestler (A charismatic, promo cutting machine that holds the audience in the palm of your hand), while the 3 current Gimmicks offer 3 different main ways of mechanically playing the class.

"This class is very hard to play and understand" Stick to Fighters , Rogues and Barbarians my dude. *"My stupid DM won't allow this homebrew to be played on our campaign" That's a smart fuckin DM, Godbless that man/woman Credits I would like to thank the following individuals for the creation of this abortion:

The dudes that made "The Homebrewery" because I actually now know the basics of CSS and HTML so I can potentially get a deadbeat job at some low end call center;

The dude who made the horrible dandwiki wrestler class that I struggled (and failed miserably) to fix.

Myself, for not killing myself midway through the creation of this;

Jisse aka The Jizzman aka The Jizzmeister aka Railroading Fuckhead for being a stupid enough DM to allow this to be played;

Gepeto, for being a lazy manlet italian with a million retarded ideas that somehow partly convinced me to make this shit.

Jessie and the entirety of the LGBT Community because without her none of this would be possible