"One spark can light the heavens, one soul can shatter eternity!"

In the heart of the city, a crowd gathers around a makeshift ring. The air is thick with anticipation. At the center of it all stands a figure of immense stature, muscles rippling under the sun. This is the Wrestler, a fighter who has traded the sword and shield for the raw power of their own body.

Clad in simple, rugged clothing that allows for maximum movement, every inch of their body speaks of countless hours spent in physical training. Their hands, toughened by countless grapples and throws, are their weapons. Their body, hardened by relentless conditioning, is their armor.

In the ring, the Wrestler is a force of nature. They move with a surprising grace for their size, each step a calculated dance of power and precision. Their eyes are always on their opponent, studying their movements, looking for an opening. And when they strike, it is with the force of a thunderbolt, a whirlwind of throws, grapples, and bone-crushing holds.

But the Wrestler is more than just brawn. They are a master of strategy, using their understanding of the body and its limits to outmaneuver and outwit their opponents. They know when to be the immovable object, standing their ground against a barrage of attacks, and when to be the unstoppable force, taking the fight to their enemies.

In a world of magic and monsters, the Wrestler is a testament to the power of the human spirit. They remind us that sometimes, all you need to face the challenges of life is a strong body, a sharp mind, and the will to never give up. They are the Wrestler, the embodiment of physical prowess and indomitable spirit. They are the living proof that even in a world of swords and sorcery, there is still a place for the strength of the human body and the power of the human heart.

Fighter Archetype: The Wrestler

Grappling Prowess

Starting when you choose this archetype at 3rd level, you gain proficiency in Athletics if you don’t already have it, and your proficiency bonus is doubled for any ability check you make with it. You can use your Strength modifier in place of your Dexterity when making initiative rolls.

Iron Body

At 3rd level, your constant training gives you a body of iron. Your hit point maximum increases by 5 and increases by 5 again whenever you gain a level in this class.

Spinning Piledriver

Starting at 3rd level, you can use your bonus action to perform a spinning piledriver on an opponent that is grappled by you. The creature takes 2d6 + your Strength modifier bludgeoning damage, and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be stunned until the end of its next turn.

Suplex Specialist

At 7th level, your mastery of wrestling techniques allows you to perform powerful suplex moves. When you successfully grapple a creature, you can use your bonus action to perform a suplex. The creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature takes 2d6 + your Strength modifier bludgeoning damage and is knocked prone.

Cyclone Lariat

At 7th level, you can use your action to spin rapidly, extending your arms out to hit multiple enemies. Each creature within 5 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes 3d6 + your Strength modifier bludgeoning damage and is knocked prone.

Crowd Pleaser

At 10th level, your performances in the ring inspire your allies. When you successfully grapple a creature, you can use your reaction to give one ally who can see you advantage on their next attack roll or ability check.

Tag Team Tactics

At 15th level, you’ve become adept at working with your allies to take down opponents. Once per turn, when an ally hits a creature that is within 5 feet of you with an attack, you can use your reaction to attempt a grapple on that creature.

Ultimate Atomic Buster

At 18th level, you can use your bonus action to perform the ultimate atomic buster when you grapple an opponent. The creature takes 4d6 + your Strength modifier bludgeoning damage, and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be paralyzed until the end of its next turn.

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