Barbarian Primal Path: Path of the Pro Wrestler
The Path of the Pro Wrestler is for barbarians who fight with their bodies, fuelling themselves with adrenaline and rage to redirect their enemies and control the battlefield around them.
Pro Wrestler also have a flare for showmanship, decorating themselves with fancy costumes and luminous paints to create a spectacle and win favour with their bloodthirsty spectators.
Fists of Fury
When you choose this path at 3rd level, you gain proficiency in your unarmed strikes, which now deal 1d6 bludgeoning damage, increasing to 1d8 at 10th level.
When you use your action to make an unarmed strike attack, you may use your bonus action to make another unarmed strike.
At 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance to nonmagical weapons.
Showmanship
Also at 3rd level, you learn special combat techniques that you can use to control the battlefield. You learn the Nelson Hold technique, as well as one additional Wrestling Move of your choice from the list below. You learn one additional Wrestling Move at 6th, 10th, and 14th level.
If the Wrestling Move requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength modifier.
When you gain a level in this class, you can choose to replace one Wrestling move you know with one you do not.
Stage Persona
At 6th level, you gain proficiency in the Performance skill, as well as the disguise kit. If you spend at least 10 minutes using a disguise kit to apply your Stage Persona, which consists of a mask plus some form of costume or body paint, you may gain one of the following benefits until your next short rest, you apply a different persona, or you drop below half your maximum hit points (whereby you have sustained so much damage as to ruin the current costume).
- Cherub. When a creature targets you with an attack roll, you may use your reaction to force them to make a Wisdom saving throw against your Wrestling Move DC. On a failure, they must target a different creature or lose the attack.
- Beast. You have advantage on Charisma checks to interact with animals. When you take damage from a melee attack, you may use your reaction you make an unarmed strike attack against your attacker.
- Djinn. Your movement speed increases by 10ft.
- Demon. You gain a bonus to Intimidation checks equal to your Rage damage bonus.
- Efreet. You shed bright light in a 5ft radius, and dim light for an additional 5ft. Once per turn, when you hit a creature with a melee weapon attack, you may deal an additional 1d4 fire damage.
- Shadow. Creatures have disadvantage on Perception checks to spot you that rely on sight.
Incite the Crowd
Beginning at 10th level, when you reduce a creature to 0 hit points, any number of friendly creatures (up to your Constitution modifier) that can see you and that you can hear may use their reaction to cheer you on.
You gain temporary hit points equal to your Rage damage bonus for each creature that cheers you on.
Wrestling Mania
From 14th level, while you are raging, you gain additional bonuses based on your current Stage Persona, as you channel the mystical energies of the fighting ring.
- Cherub. Creatures who pass the saving throw against your Stage Persona feature take psychic damage equal to half your Barbarian level.
- Beast. Your jumping distances are multiplied by 5.
- Demon. Creatures you damage with your unarmed strikes must make a Charisma saving throw against your Wrestling Move DC or become frightened of you until the start of your next turn. A creature can only be forced to make this save once per turn, regardless of how many times you strike it.
- Djinn. When you take the Attack action to attack with your unarmed strikes, you may make one additional unarmed strike attack as part of that action.
- Efreet. You gain immunity to fire damage.
- Shadow. You may use your bonus action to turn invisible until the start of your next turn, or until you make an attack, roll a damage die, or force a creature to make a saving throw.
Wrestling Moves
When you gain a Wrestling Move as part of the Pro Wrestling class feature, you may choose any option from the list below; you may not choose the same move twice.
Nelson Hold
When you hit a creature with an unarmed strike, you may use your bonus action to attempt to Grapple the target if it is no more than one size category larger than you. You may only grapple one creature in this way at any one time.
Correct Course
When you make an attack of opportunity, you may instead choose to make a Shove attack against the creature. If successful, the creature moves in the direction of the Shove, plus an additional 5ft (or 10ft if they were taking the Dash action).
Dropkick
You may replace one of your unarmed strike attacks with a dropkick, leaping up to kick at your foe. You make the unarmed strike attack roll with disadvantage, dealing one additional die of damage and pushing the target 10ft away from you on a hit. You then immediately fall prone.
Powerslam
As an action, you dive towards a prone creature within 5ft of you. The target must succeed on a Dexterity saving throw or take your unarmed strike damage and become restrained by you, which they must escape before standing up from being prone. Whether this move succeeds or fails, you fall prone, either on top of or next to the creature.
Suplex
As an action, you may attempt to flip a creature you are grappling. The creature must make a Strength saving throw or take damage as though you had hit it with an unarmed strike, and fall prone in an unoccupied space within 5ft of you.
Sweep
As a bonus action, you attempt to kick the legs out from under a creature within 5ft of you, forcing it to make a Dexterity saving throw or be knocked prone. If you are grappling the target creature, the saving throw automatically fails and the grapple is released.
Throw
As an action, you attempt to launch a creature you are grappling; the creature must succeed on a Strength saving throw or be tossed in a straight line in any direction of your choosing. This distance they are launched is a number of feet equal to 1d4 multiplied by 5; the result of the die is halved (minimum 1) if the creature is your size category or larger.
If the creature collides with a solid object during this travel, they suffer 1d4 bludgeoning damage, plus an additional 1d4 per 5ft of distance remaining.
Twist Momentum
As a reaction when you are missed with a melee attack, you may attempt to turn the momentum of the attacker against them. The attacking creature must make a Dexterity saving throw, falling prone and taking half your unarmed strike damage on a failure.