Bodybuilders, far from following the traditional path of complicated tricks or tactics, dedicate all their training and effort to the development of their physical prowess and corporeal form. These fighters consider their body as the most powerful tool and seek to perfect it to its fullest potential. Through rigorous training regimens and intense disciplines, they achieve levels of strength, endurance, and agility that seem superhuman, even gaining the ability to control their bodies to gain temporary advantages. Additionally, bodybuilders have a deep desire to showcase their sculpted physiques, not only as a display of vanity but also to inspire and intimidate those around them. ___________ Any effects that require saving throws in this subclass will use the following modifier: 8 + proficiency bonus + CONSTITUTION modifier. _____ ## Supreme Style Thanks to your focused training in strengthening your body, no armor is worthy of resting upon your perfect skin; your musculature is the most reliable armor, and even if an attack lands, the sheer power of your physical qualities will stop most attacks headed your way. At 3rd level, you gain unarmored defense equivalent to 10 + your STRENGTH modifier + your CONSTITUTION modifier. _____ Additionally, at 3rd level your body reaches a state of remarkable physical prowess, beginning your path of ultimate greatness to become a Greek god incarnate. Your magnificent body must not go unnoticed, and every time you strike a pose to demonstrate your power, it enhances your abilities purely through the style with which you perform it. You gain **Style Points**, which can be used to perform specific actions that enhance your abilities beyond reasonable limits, harnessing the pure brilliance and muscular strength emanating from your body. The maximum number of style points you have is equal to your **Warrior level**. You regain all your expended style points after a long rest. You regain expended style points equal to your proficiency modifier after you complete a short rest. _____ When you first take this subclass you learn four movements or poses from the list found at the end of this document. You can maintain only one pose at a time unless another feature of this class says otherwise. All poses require a bonus action to be activated unless stated otherwise, and you can use a bonus action to end your current pose. Activating a new pose with your bonus action replaces the previous one. At levels 5, 7, 9, 11, 13, 15, 17, and 19; you can learn a new movement or pose from the list to use with your style points. Any movement that requires the attack action can be used in conjunction with the Fighters "Extra Attack" features. ## Muscle Scent Who needs to speak when your muscles can do the talking for you? At 7th level, you can use your CONSTITUTION modifier instead of CHARISMA for Intimidation, Persuasion, and Performance checks, and you gain proficiency in one of the three skills of your choice. ## Shielding body You’ve learned that enough confidence in oneself can grant benefits that trascend the mind and affect your body, isn't that amazing? At 10th level, you gain the ability to use 1 style point to gain 1d6+3 temporary hit points using your bonus action. For each additional style point used, you gain an extra 1d6 temporary hit points. These temporary hit points disappear once you finish a short or long rest. ## Spectacular Toughness Not only do you master your own stylish combat methods, but you can also recognize and adapt to your enemies'. At 15th level, after using 3 or more style points in the same turn, you gain resistance to one damage type of your choice until the start of your next turn. _____ _____ \pagebreakNum ____ ## Divine Style Your ability to showcase your muscles rivals that of the most renowned figures in history, and even the gods themselves. Furthermore, as long as there are people to admire your wonderful movements, you’ll have the energy to perform them. Starting at level 18, you can have two postures active simultaneously, and you can activate two postures in the same bonus action. Additionally, whenever you roll for initiative, if you have fewer style points than your CONSTITUTION modifier, you gain style points until you reach a number equal to this modifier. ## List of postures * **Pectoral Expansion** (2 points): With determination and using your bonus action to do so, you expose your strongest upper limb, flexing your muscles with such pride that you gain +2 AC, advantage on CONSTITUTION saving throws, and reduce physical damage by 2. This boost lasts for 1 minute. For each additional style point spent when activating this pose, damage taken is reduced by 1. It may have effects outside of combat at the DM's discretion. * **Steel Thighs** (2 points): Your whole body deserves admiration, so you confidently display your lower body. Using a bonus action to activate this pose, you gain +10 feet of movement speed and +5 feet of jump distance; you also gain +2 to hit with attacks and deal an additional 1d4 damage with kicks. This boost lasts for 1 minute. For every 2 additional style points used when activating this pose, the additional damage die for kicks increase by one step, up to a maximum of 1d12. After using 2 additional style points to activate this posture for the first time, you may ignore difficult terrain up to half of your movement speed. It may have effects outside of combat at the DM's discretion. * **Double Biceps** (2 points): You think that's muscle? THIS is muscle! When activating this posture with your bonus action you may add your CONSTITUTION modifier to all melee attack rolls and damage. This boost lasts for 1 minute. By spending 2 additional style points, you gain advantage on grapple and shove actions. It may have effects outside of combat at the DM's discretion. * **Muscle Protection** (3 points): Due to the sheer power of your muscles, your confidence in your ability to defeat any enemy before you is reinforced by clenching every single inch within your insides. While this pose lasts, you become immune to the following conditions: frightened, stunned, petrified, blinded, deafened, poisoned, charmed, and paralyzed. By spending an additional 2 style points, you may also eliminate any of these effects that affect all allies within 30 feet of you that can see you by showing them the power of your inmaculate body. * **Pack Mule** (4 points): You squat down and prepare your back, allowing an ally of your size or smaller to jump on using their reaction. Allies of one size category bigger than you succeed a DEXTERITY saving throw (CD 10 under normal circumstances) when performing an action or fall from your back. Your supreme physique ensures they are not a burden to you in any way. Whenever an enemy attacks said ally and the attack surpasses that allies AC, they must make a WISDOM saving throw against your subclass save DC. If they fail, they either cannot attack or must change their attack target to you. The ally adds your CONSTITUTION modifier to their ranged attack rolls. Using Dorsal Expansion while in this pose and propels the ally 20 feet in the opposite direction of your movement should they be still on your back once you start it. The ally can use a reaction to hop off your back. * **The Art of Muscles** (5 points): Such is your prowess that nothing can withstand your unmatched might. You are able to overcome physical damage resistances thanks to your unyielding form. Physical damage inmunities become resistances to you and cannot be furthered overcome by this feature. This effect lasts for 1 minute. ____ ____ ## List of movements * **Tricep Extension** (1 point): With a seemingly submissive pose, you expose your profile and the underside of your upper limbs, preparing for the worst while making it clear who's in charge. Until the start of your next turn, using your Action, you choose a visible enemy and provoke them with your magnificent muscles, forcing them to target you with their next attack. After they attack you, you can use your reaction to launch an opportunity attack against them, for which you may also use attacks from your known movements list. For every two additional style points used, you can provoke an additional target and gain an extra reaction until the start of your next turn, which can only be used for these opportunity attacks against either of the creatures provoked. * **Dorsal Expansion** (1 point): Using your bonus action, you contract your back muscles with such force that the compressed air propels you 20 feet unerringly in the direction in front of you. This movement does not consume your movement speed and does not provoke opportunity attacks. By spending an additional style point, despite your lack of knowledge of physics, the momentum of your propulsion grants you advantage on your next attack during the same turn. Impact damage to any subject or object is at the DM's discretion. Instantaneous. * **Gluteus Maximus** (1 point): Using your attack action, you hurl yourself backwards towards an enemy, who must make a DEXTERITY saving throw. On a failure, they take 3d6 bludgeoning damage and are knocked prone under the weight of your mighty glutes. If they succeed, you are knocked prone, and your turn ends. Spend 1 additional style point to give the target disadvantage on the saving throw, as they gaze in fear at your enormous buttocks. \pagebreakNum * **Charged Strike** (2 points): Holding a pose for a prolonged period only makes you more eager to finish it in a spectacular fashion. You can use your attack action to make an attack of your choice in a grand display. Before the attack, you cancel one current posture you are holding, and the attack gains a damage bonus of +Xd6, and an attack roll bonus of +X; where X is the number of turns the canceled pose was active. * **Full Nelson** (2 points): Using your action, you attempt to grapple the target with advantage. Should you already have advantage on the throw, you may add your STRENGTH modifier on top of the roll. Once the target is grappled under your might, any attacks from it made to you are at disadvantage. Additionally, you may use this creature as a shield. If the creature is smaller than your size, you receive quarter cover from using them as a shield. If they are the same size as you, you receive half cover benefits. If they are bigger than you, you receive three quarters cover benefit. If an attack is directed at you and it does not beat your AC but it beats the AC of the creature grappled, the attack is received by them. You may hurl the creature you have grappled 10 feet forward as an attack action to end the grapple. You may not make any other actions while grappling a creature but you may use your movement speed with no impediment. * **Giant Crush** (3 points): Using an attack action, you hurl your limbs together, creating a powerful blast that affects creatures in a 15-foot radius cone forward stemming to you. Creatures must make a CONSTITUTION saving throw. On a failure, they take 2d8 force damage and are pushed 10 feet away from you. On a success, they are not pushed. Creatures Large or bigger are not pushed should they fail the saving throw * **Colossal Smash** (3 points): Canalizing all the strength your body allows using your bonus action, your next attack receives a bonus to the attack roll equal to half of your proficiency modifier (rounded up) and forces the target to make a CONSTITUTION saving throw against your subclass save DC in addition to the normal damage. On a failure, the target is propelled 30 feet in a direction of your choice. If it collides with any obstacle (including creatures), both take 4d8 additional damage. If the target is one size category larger than you, the distance is reduced to 15 feet. If they are more than one size category larger, you cannot push them but they take the damage. * **Ultimate Rupture** (4 points): Using an attack action, you leap 10 feet into the air and land within a 15-foot radius around your original position. When you land, the ground cracks in a 15-foot radius, and all creatures in the area must make a DEXTERITY saving throw. On a failure, they take 8d6 bludgeoning damage. On a success, they take half. Terrain effects are at the DM's discretion and situation. * **The Aqueste** (7 points): Your signature move, the unique technique you’ve been practicing your entire career. Using an attack action, you channel the power of hundreds of grams of protein to unleash a custom-made attack against a single enemy. When making such an attack of your choice, the target must make a CONSTITUTION saving throw. On a failure, they take 20d4 physical damage based on the attack's nature. On a success, they take half. This attack can only be performed once per long rest. Secondary effects are at the player's idea and DM's discretion. ____ ____ > ##### Credit > Created by u/SttexOG and u/bardo_fiufiu. Art credit belongs to Gustav Courbet, art piece name: "The Wrestlers"