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## Path of the Pro Wrestler Barbarians who pursue the Path of the Pro Wrestler draw their rage from their intense love for attention and Pro Wrestling. These barbarians can become their ring personas faster than most can blink, and use their rage to draw forward their idealized, flashiest selves. Their insane physical training and acting prowess lets them convince their fans and foes that they are infallible entertainers. ## Trained to Entertain Starting at 3rd level, you’ve begun your training as a Super Pro Wrestler and acquired the training to entertain your many fans. You gain proficiency in Deception, Performance, and improvised weapons like steel chairs. Additionally, while not wearing a shield, your unarmed strikes and improvised weapons deal damage equal to 1d10 + your Strength modifier on a hit. ## Ring Persona At 3rd level, when you enter your rage, you can adopt your ring persona as quick as lightning. You can rage when you roll for initiative, rather than as a bonus action. When you use the Attack action with an unarmed strike or an improvised weapon on your turn while raging, you can make one shove or grapple as a bonus action. Finally, while raging, you can add your Strength modifier to Deception and Performance checks. ## Destroying while Defending Beginning at 6th level, you no-sell blows so casually that you can force your opponents to buy them. When you are raging and take damage, you can use your reaction to reduce the damage by a number of d6s equal to your proficiency bonus. You can damage a creature you can see within 5 feet of you for half of the reduced damage. ## Hooked on Pro Wrestling At 6th level, you’ve developed such a devotion to Pro Wrestling that it’s borderline supernatural. Your unarmed strikes and improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
> **Credits**: Kengan Ashura: Ohma Tokita VS Jun Sekibayashi by [Meiling Chen](https://www.artstation.com/artwork/nQRvzE) \columnbreak ## Pro Wrestlers are Good Actors Beginning at 10th level, you’ve realized the core of Pro Wrestling is acting your heart out. While you are raging and are forced to make a Wisdom saving throw to avoid the charmed, frightened, or paralyzed conditions, you can use your reaction to instead make a Deception or Performance check. You can also use this reaction if a spell specifies “Any creature that can't be charmed succeeds on this saving throw automatically.” If the check equals or exceeds the DC, you succeed on the saving throw and can pretend to have the condition to get the upper hand. The creature who imposed the condition believes you to be under the condition, and your next hit on that creature by the end of your next turn becomes a critical hit. Once you use this feature, you can’t use it again until you finish a short or long rest. ## Post-Match Speech Starting at 14th level, you’ve mastered destroying opponents after the match with trash talk to give your tag team a boost to morale. When you reduce a hostile creature to 0 hit points, you can choose to trash talk them. When you do this, you and each ally within 60 feet of you gains temporary hit points equal to your level + your Strength modifier. Each ally also gains advantage on all attack rolls made until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.