Professional Wrestler (5e Class)
Work In Progress |
Professional Wrestler[edit]
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Christopher Daniels - Top Rope Crossbody |
Creating a Professional Wrestler[edit]
The Professional Wrestler is a larger-than-life martial class that turns combat into spectacle. With unrelenting charisma, punishing slams, and a crowd behind them, they thrive on drama, flair, and raw talent. Drawing on wrestling traditions from the high-flying lucha style to brutal powerhouse brawls, Professional Wrestlers are defined by their ability to sway the Crowd and make every fight entertaining.
Class Features
As a Professional Wrestler you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Professional Wrestler level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Professional Wrestler level after 1st
- Proficiencies
Armor: Light, shields
Weapons: Simple weapons, Improvised weapons, Unarmed strikes
Tools: Disguise kit or one musical instrument
Saving Throws: Strength, Charisma
Skills: Choose 2 from Acrobatics, Athletics, Performance, Intimidation, Persuasion, Insight, Deception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or flamboyant ring gear or (b) {{{item1b}}}
- (a) Steel chair (improvised) or quarterstaff (signature prop) or (b) {{{item2b}}}
- (a) Disguise kit or a musical instrument or (b) {{{item3b}}}
- (a) Entertainer's Pack or (b) {{{item4b}}}
Level | Proficiency Bonus |
Features | Momentum Dice |
---|---|---|---|
1st | +2 | Kayfabe Persona, Wrestling Style, Move List, Crowd Meter | 2d6 |
2nd | +2 | Cut a Promo, Crowd Work, Ring Instincts | 2d6 |
3rd | +2 | Signature Move | 3d6 |
4th | +2 | Ability Score Improvement, +1 Maneuver | 3d6 |
5th | +3 | Extra Attack, Finisher | 3d6 |
6th | +3 | Style Feature, +1 Maneuver | 4d6 |
7th | +3 | No-Sell | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | Hard Bump | 4d6 |
10th | +4 | Style Feature, Big Pop / Nuclear Heat | 5d6 |
11th | +4 | Show-Stealer, +1 Maneuver | 5d6 |
12th | +4 | Ability Score Improvement | 5d6 |
13th | +5 | Kick-Out | 5d6 |
14th | +5 | Style Feature | 5d6 |
15th | +5 | Crowd Favorite | 5d6 |
16th | +5 | Ability Score Improvement | 5d6 |
17th | +6 | Living Icon | 6d6 |
18th | +6 | Style Feature, +1 Maneuver | 6d6 |
19th | +6 | Ability Score Improvement | 6d6 |
20th | +6 | Legend of the Ring | Unlimited |
Professional Wrestler Features[edit]
As a professional wrestler, you get the following features
Highly Trained[edit]
With your rigorous training, your base Unarmed Strike damage increases from 1d4 to d10 (scaling with level as shown on the class chart). In Addition, successfully Grappling or landing a Strike or Wrestling Maneuver allows you to use your Bonus Action to attempt another Strike or Wrestling Maneuver.
- Strike Damage =[unarmed strike damage] + [STR modifier]
- Maneuver Damage= [unarmed strike damage] + [STR modifier]
- High Risk Damage= [unarmed strike damage] + [DEX modifier] + [fall height damage]
Kayfabe Persona[edit]
Face or Heel—pick one and live it. You sell every grimace and grin until the crowd buys a ticket to your soul.
Rules:
- When combat starts, each creature that sees you makes a **WIS save** (DC 8 + Prof + CHA).
* **Fail** = **Charmed** by a Face or **Frightened** by a Heel until your next turn ends.
- Flip roles once per long rest. The flip reverses the Crowd Meter’s direction.
Momentum[edit]
You start with 2d6 Momentum Dice, scaling by level. - Gain 1 Momentum when you: hit with an attack, grapple or shove, land a critical, drop a foe to 0 HP, or succeed at Cut a Promo. - Spend 1–3 Momentum (no action) to add the total to attack rolls, damage rolls, AC against one attack, or save DCs you impose. - Regain all spent dice on a short or long rest.
Your Momentum Cap is your base plus half of your Crowd Meter’s absolute value (rounded up).
Crowd Meter[edit]
The Crowd Meter reflects the audience’s energy: - Starts at 0 - Each time you gain Momentum, move 1 point toward your alignment (Face = +, Heel = –) - Every 2 points: +1 Momentum cap, +1 to social rolls keyed to alignment - Drop 1 toward 0 if: you botch a promo, or end combat with 0 Momentum
Move List[edit]
At 1st level, choose **5 Wrestling Maneuvers** from the shared or style-specific lists. You gain 1 additional maneuver at levels 4, 8, 12, 16, and 18. You can only use maneuvers for which you meet the prerequisites.
All maneuvers require no weapons and are based on unarmed or grappling techniques. Saving throw DC = 8 + proficiency bonus + STR or DEX modifier (your choice per maneuver). If not stated, a maneuver costs 1 Momentum.
[edit]
Basic (Lv 1)[edit]
- Body Slam: Action. Grappled target 1d6 + STR; CON save or prone.
- Clothesline: Action. Hit 1d6 + STR; STR save or prone.
- Dropkick: Action. Hit 1d6 + DEX; push 10 ft; you fall prone.
- Sleeper Hold: Action. Grapple; CON save or stunned 1 rnd (repeat each rnd).
- Cheap Shot: Reaction. Spend 1 Momentum; foe rerolls attack at disadvantage. Miss = 1d6 dmg.
- Mounted Punches: Action on prone foe. 1d4 unarmed strikes.
- Suplex: Action. Grappled target 2d6; throw adjacent; prone.
Advanced List[edit]
- Asai Moonsault (Lv 5 — High-Risk): Springboard from apron; hit 3d6 + DEX to one creature; miss = take 1d6.
- Rolling Elbow Smash (Lv 5): Hit 2d6 + STR; on crit, target must CON save or be stunned 1 round.
- Argentine Backbreaker Rack (Lv 5 — Hold/Throw): Grapple; target restrained, takes 1d6 at start of each of its turns; you may bonus-action drop it for 2d6 + STR.
- Abdominal Stretch (Lv 5 — Hold): Grapple; while held, target has disadvantage on attacks and DEX saves.
- Small Package Pin (Lv 5 — Pin): Bonus Action vs grappled or stunned foe; target DEX save or become restrained (counts as a Pin for your Three-Count subsystem).
- Flying Elbow (Lv 5, High-Risk): Dive on prone target 2d6; miss = 1d6.
- Tree of Woe (Lv 5): Action. Hang Medium-or-smaller grappled foe upside-down on ropes; restrained & 1d4 dmg at start of turn (escape DC 15).
- Running Bulldog (Lv 5): Action. Drag target 10 ft; hit 1d6 + STR; prone.
- Avalanche Frankensteiner (Lv 11, High-Risk & elevation): Hit 4d6 + DEX; both prone; miss = 2d6.
- Corner Splash (Lv 11): Action. Charge ≥ 10 ft into foe in corner; 2d6 + STR; STR save or stunned.
- Turnbuckle Bomb (Lv 11): Action. Throw grappled foe 15 ft into post; 2d6 + STR & prone; fail DEX save = stunned.
- Tope Suicida (Lv 11 — High-Risk Aerial): Dive through ropes up to 20 ft; hit 4d6 + DEX; miss = you land prone and take 1d6.
- Surfboard Stretch (Lv 11 — Hold): Grapple a prone foe; restrained; it takes 1d6 at start of its turns until escape.
- Exploder Suplex (Lv 11 — Throw): Hit 3d6 + STR; hurl target 10 ft; it lands prone.
- Running European Uppercut (Lv 11 — Strike): Hit 2d8 + STR and push target 5 ft.
- Sunset-Flip Powerbomb Pin (Lv 17 — High-Risk/Pin): Hit 4d6 + DEX; immediately initiate Pin.
- Fosbury Flop Plancha (Lv 17 — High-Risk Aerial): Leap over top rope 20 ft; creatures in 5-ft radius take 5d6; miss = you take half.
- Cobra Clutch (Lv 17 — Hold): Grapple; restrained; two failed CON saves while held = foe knocked unconscious 1 minute.
- Moonsault 630° Senton (Lv 17, High-Risk): Hit 6d6; miss = 3d6 & prone.
- Snake-Eyes (Lv 17): Action. Drop foe face-first on top rope/edge: 1d8 + STR; disadvantage on next attack.
More style-specific and advanced maneuvers (Signature and Finisher) are detailed under each Wrestling Style.
Wrestling Style[edit]
Choose a style at 2nd level:
- High-Flyer (acrobatic aerialist)
- Technician (submission and precision grappling)
- Powerhouse (slams, brute strength)
- Striker (strikes and martial arts)
- Giant (splash damage, reach, area control)
Each style grants exclusive maneuvers, style-based Signature and Finisher effects, and special features at levels 6, 10, 14, and 18.
Cut a Promo[edit]
As an action, make a Charisma check (Performance, Persuasion, or Intimidation) vs. DC 10 + highest enemy CR: - Success: Gain 1 Momentum, impose disadvantage on one enemy's next roll - Critical (25+): Gain 2 Momentum; all allies gain advantage on one roll - Fail: Crowd Meter shifts 1 step toward 0
Crowd Work[edit]
Allies within 30 feet may use your Charisma modifier for death saves and saves vs. fear/charm.
Ring Instincts[edit]
Gain proficiency in Initiative. While you have at least 1 Momentum, you cannot be surprised.
Signature Move[edit]
At 3rd level, choose your Signature Move, unique to your style. Once per turn, you may declare a Signature Move: - Spend 1 Momentum before attack - On hit: apply style rider (stun, prone, etc.), add Momentum die to damage - On miss: Momentum is spent, but Crowd Meter shifts +1
Finisher[edit]
At 5th level, you may execute a Finisher after landing a Signature in the same combat: - Spend 3–6 Momentum - On hit: deal damage + all spent dice + style bonus (2d6); target makes a saving throw - Fail = powerful effect (KO, stun, etc.) - If spent 5+ Momentum → auto crit - Crowd Meter +3; regain 1 die if this ends combat or hits spectacularly
No-Sell (7th lvl)[edit]
Reaction, spend 1 Momentum: drop incoming bludgeoning/piercing/slashing damage to 0 and stay on your feet. If the damage is magic or elemental, reduce it by your Momentum die + CON mod instead.
Hard Bump (9th lvl)[edit]
You take half damage from falls and have advantage on saves against being shoved or knocked prone—back bumps are just another Tuesday now.
Big Pop / Nuclear Heat (10th lvl)[edit]
When the Crowd Meter first hits +10 (Face) or –10 (Heel) in a combat:
Regain 1d6 Momentum (ignore the cap).
Gain temp HP = 2 × CHA mod.
Meter resets to +6 or –6, keeping you in the “red zone” without breaking the meter.
Show-Stealer (11th lvl)[edit]
1/short rest you may treat any attack roll for a Signature or Finisher as a 19 before modifiers. If it still misses, refund the Momentum and the Crowd Meter inches +1 toward your side for the tease.
Kick-Out (13th lvl)[edit]
When you would fail the third death save—or third Pin save—you may spend 2 Momentum to succeed instead and regain HP equal to a Momentum die roll.
Crowd Favorite (15th lvl)[edit]
Bonus Action, 1/long rest: rally the arena. Until the end of your next turn, you and allies within 30 ft add your CHA mod to all damage rolls.
Living Icon (17th lvl)[edit]
The Crowd Meter can never drop below ±2. Whenever you spend Momentum on a roll, roll two dice and keep the higher result.
Legend of the Ring (20th lvl)[edit]
Momentum on tap.
Your Momentum dice are effectively unlimited—whenever you spend any, immediately regenerate 1 die.
Once per turn your first Signature costs 0 Momentum and crits on a 19–20 automatically.
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Jeff Hardy - Swanton Bomb |
High-Flyer[edit]
To a High-Flyer, the top rope is a promise. You live for the gasp that ripples through the crowd when you perch on the turnbuckle, and you measure victory not in inches but in airtime. Your heartbeat syncs with the drum-roll footfalls along the apron; your body becomes a comet, tracing corkscrews and shooting-star arcs that leave gravity itself in awe. Whether it’s a Hurricanrana that whips a foe halfway across the canvas or a breathtaking 630° Senton that steals every last ounce of arena oxygen, you make the impossible look effortless—because to you, it is. Selecting this style grants you the entire High-Flyer maneuver list, from basic rope-walk dropkicks to avalanche Spanish Flies, plus the dazzling Signature and Finisher riders unique to aerial daredevils of your caliber.
Rope Runner (2nd-level Style Feature)[edit]
Your long-jump and high-jump distances double, climbing no longer costs extra movement, and you gain advantage on Acrobatics checks made while moving across ropes, railings, or other narrow surfaces.
Evasive Roll (6th-level Style Feature)[edit]
Reaction: when you make a DEX save for half damage (or are targeted by a ranged attack), spend 1 Momentum to take no damage on success and half on failure.
Gravity Defier (10th-level Style Feature)[edit]
While you have at least 1 Momentum, you ignore fall damage and landing a High-Risk maneuver immediately refunds 1 spent Momentum.
Sky King (14th-level Style Feature)[edit]
Once per turn when you hit with a High-Risk maneuver, you gain a flying speed equal to your walking speed until the end of that turn.
Five-Star Encore (18th-level Style Feature)[edit]
1/long rest, you may treat all dice of a Finisher as their maximum value. After the Finisher resolves, set your Crowd Meter to +5 (Face) or –5 (Heel).
High-Flyer Maneuvers[edit]
- 630 Senton: High-Risk. Hit 6d6; miss 3d6 & prone.
- Canadian Destroyer: High-Risk (requires grapple or willing ally knee). Hit 4d6 + DEX & prone; crowd pops +1 on crit.
- Dragonrana: Action vs Large-or-smaller. Leap, front-flip into hurricanrana pin; hit 2d6 + DEX and restrained (escape ends pin).
- Leg Lariat: Bonus after movement. Hit 1d8 + DEX; target DEX save or fall prone.
- Meteor(a) Double Knees: Action from ≥10 ft elevation. Hit 3d6 + DEX; target prone and grapple ends.
- Poisoned Frankensteiner: Reaction to being grappled. Escape and flip foe: 2d6 + DEX & prone.
- Reverse 450: High-Risk off raised perch. Hit 6d6; miss 3d6 to you.
- Satellite DDT: Action. Spin around foe’s neck; hit 2d6 + DEX & prone; gain 1 Momentum if target Huge-or-larger.
- Sky Twister Press: High-Risk 20 ft horizontal leap. Hit 5d6 psychic (crowd-wow); miss 2d6 & prone.
- Standing Shooting-Star Press: Bonus if target prone within 5 ft. Hit 2d6 + DEX.
- Springboard Missile Dropkick (Lv 1): Hit 2d6 + DEX; target falls prone.
- Tilt-a-Whirl Head-Scissors (Lv 5): Hit 2d6 + DEX and fling target 10 ft.
- Swanton Bomb (Lv 5 — High-Risk): Hit 4d6; miss = 2d6 to self.
- Corkscrew Plancha (Lv 11 — High-Risk): Hit 4d6 + DEX; you may shift 10 ft after landing.
- Phoenix Splash (Lv 11 — High-Risk): Hit 6d6; miss = 3d6.
- Fosbury Flop (Floor) (Lv 11 — High-Risk): Same as Shared, but High-Flyer may add DEX mod to Crowd Meter on hit.
- Double-Jump Moonsault (Lv 17 — High-Risk): Hit 6d6 + DEX; regain 1 Momentum on hit.
- 630° Senton (Lv 17 — High-Risk): Hit 6d6; miss = 3d6.
- Avalanche Spanish Fly (Lv 17 — High-Risk + elevation): Hit 7d6; both you and target prone; miss = half to both.
- Rope-Walk Shooting-Star (Lv 17 — High-Risk): Hit 5d6; on crit shift Crowd Meter +2 toward alignment.
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Bret Hart - Sharpshooter |
Technician[edit]
For a Technician, every joint is a handle and every mistake is a treasure trove of limbs you can twist a quarter-turn further. While brawlers normally throw haymakers wildly, you exist to make sure they hesitate. Whether it's sliding into an Arm Trap, floating over into a Kimura, or bridging back before the crowd even blinks, you don’t rush the tap-out; You let the tension build until your opponent has to tap out. Choose this style and you get the full toolbox of suplex chains, snap submissions, and bridge pins, along with the razor-sharp Signature and Finisher riders that make the smartest guy in the ring the scariest.
Counterhold (2nd-level Style Feature)[edit]
Reaction: when a melee attack misses you, spend 1 Momentum to grapple the attacker and, if you wish, immediately perform a 0-Momentum basic Suplex.
Chain Wrestling (6th-level Style Feature)[edit]
Once per turn after you succeed on a grapple or escape check, you may immediately attempt a Submission maneuver without spending an action.
Mat Wizard (10th-level Style Feature)[edit]
You have advantage on CON and DEX saves while grappling or being grappled. In addition, attempts to escape your grapples are made with disadvantage.
Ring Surgeon (14th-level Style Feature)[edit]
When a creature you have grappled or restrained fails any saving throw, you may add 1d6 to either the damage it takes or your Crowd Meter shift (your choice).
Technical Mastery (18th-level Style Feature)[edit]
Your Finishers cost 3 Momentum instead of 4+. Targets of your Finisher have disadvantage on their saving throw to resist its secondary effect.
Technician Maneuvers[edit]
- Backslide Pin: Bonus vs grappled or stunned. Target STR save or restrained; three fails = pinfall (0 HP).
- Counter Suplex (Reaction). When a creature misses a melee attack, spend 1 Momentum to grapple and immediately German Suplex for 1d8 + STR.
- Cravate Neck-Lock: Action. Grapple; target disadvantaged on attacks and DEX saves while held.
- Deathlock STF: Submission, no prone but grapple. Target speed 0 and takes 1d6 at start of its turns; CON save each round or silenced.
- Heel Hook: Submission. Tick—target’s movement becomes 0 and it suffers 1d4 bleeding (slashing) until healed.
- Hammerlock DDT: Action on grappled foe. Hit 3d6 + STR thunder; target saves or disarmed (drops held item).
- Regal Plex: Action. Hit 2d6 + STR; advantage to maintain grapple; on crit you may immediately attempt a Bridging Pin.
- Rolling Kneebar: Bonus if you successfully trip a creature. Apply Ankle-Lock effect plus 1d6 damage.
- Tiger Suplex ’85: Action. Hit 3d6 + STR & prone; auto-crit if target surprised.
- Ura-Nage Counter: Reaction. When grapple broken, hurl foe: 2d8 + STR & prone.
- Fujiwara Armbar (Lv 1 — Hold): Grapple; each round foe makes STR save or takes 1d6 and attack rolls are at disadvantage.
- Koji Clutch (Lv 1 — Submission): Grapple prone target; restrained and takes 1d6 psychic each round.
- Northern Lights Suplex (With Bridge) (Lv 5 — Throw/Pin): Hit 2d6 + STR and automatically enter Pin.
- Octopus Hold (Lv 5 — Hold, no prone): Grapple; target restrained and you may move it 5 ft at end of its turn.
- Butterfly Suplex (Lv 5 — Throw): Hit 3d6 + STR; advantage to maintain grapple if you keep hold.
- Regal Stretch (Lv 11 — Submission): Grapple; restrained; at start of foe’s turn it takes 1d8 until escape.
- Saka-Otoshi Arm Trap (Lv 11 — Throw→Hold): Hit 2d6 + STR then foe restrained (sitting armbar).
- Tiger Suplex ’92 (Bridging) (Lv 11 — Throw/Pin): Hit 3d6 + STR; foe restrained; 3 failed Pin saves = defeat.
- Border City Stretch (Lv 17 — Submission): Grapple; foe takes 2d6 force at your bonus action each round; two failed CON saves = unconscious.
- Shooting Kneebar Roll-Through (Lv 17 — Hold): When you drop a foe to prone, bonus-action roll into this; restrained & movement 0.
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Batista - Batista Bomb |
Powerhouse[edit]
Subtlety is for exits and ring bells—Powerhouses just pick folks up and drop ’em somewhere unpleasant. Your footsteps thud like bass drums, ropes twitch when you lean on them, and a Gorilla Press feels less like a hold and more like a ticking bomb. Chairs bend, aprons creak, and opponents suddenly remember their dental plans. Use this style and you’re meant to use every slam, bomb, and freight-train lariat in the book, backed by Signature and Finisher riders that hit like a falling piano.
Brute Force (2nd-level Style Feature)[edit]
You may grapple, shove, and lift creatures up to two sizes larger than you. While grappling, you count as one size larger for determining who can move whom.
Adrenaline Rush (6th-level Style Feature)[edit]
Bonus Action, 1/short rest: gain temporary hit points equal to twice your proficiency bonus and advantage on Strength checks until the start of your next turn.
Unstoppable (10th-level Style Feature)[edit]
While your Crowd Meter is at +8 or –8 or higher, you have advantage on all Strength checks and saving throws.
Ringquake (14th-level Style Feature)[edit]
Action: spend 2 Momentum to slam the mat. Creatures within 15 ft must succeed on a DEX save or take 2d6 + STR bludgeoning and fall prone.
Juggernaut (18th-level Style Feature)[edit]
When you drop a creature to 0 HP or score a critical hit, you may immediately move up to your speed and perform one basic or style maneuver without spending an action.
Powerhouse Maneuvers[edit]
- Chain Swing (Bonus). While holding a Medium-or-smaller creature, use it as an improvised weapon against another within 5 ft: both take 2d6.
- Crucifix Powerbomb: Action (needs grapple). Hit 4d6 + STR; Huge-or-smaller prone; if thrown into obstacle add 1d6.
- Deadlift Gutwrench: Action. Lift prone foe straight off ground; choose to toss 15 ft (prone) or slam 3d6 + STR.
- F‐5 Cyclone Drop: High-Risk, Large-or-smaller grappled. Spin-throw: 4d6 + STR and target prone; creatures within 5 ft DEX save or 1d6.
- Jackknife Pin: Bonus after Powerbomb. STR save or restrained; three fails = pinfall.
- Lawn-Dart: Action. Fling grappled creature head-first up to 20 ft; hit 3d6 and stunned on failed CON save.
- Military Press Slam: Already in list (Gorilla Press + Drop), but add option to target prone ally to grant Help action.
- Oklahoma Stampede: Action. Carry grappled creature 20 ft, hitting up to 2 others (they take 1d8); finish with 3d6 slam.
- Sit-Out Powerbomb: Bonus after grappling charge. Hit 3d8 + STR; target prone and grappled.
- Spinebuster (Lv 1 — Throw): Already common, but add option: if target already grappled, damage becomes 3d6 + STR.
- Gorilla Press Gut-Breaker (Lv 5 — Throw): Lift foe overhead then drop onto knee: 3d6 + STR and speed halved 1 round.
- Pumphandle Slam (Lv 5 — Throw): Hit 3d6 + STR; prone.
- Oklahoma Stampede (Lv 5 — Carry/Throw): Carry grappled foe up to 20 ft, hitting up to two others (1d8 each) before final 3d6 slam.
- Cradle Shock (Lv 11 — Signature-Only): Lift into Fireman’s Carry cradle then driver: 4d6 + STR; target CON save or stunned 1 round.
- Burning Hammer (Lv 11 — Finisher-Only): Inverted Fireman’s Carry driver; auto-crit, 6d6 + STR; if target survives it is incapacitated 1 round.
- Avalanche Jackhammer (Lv 17 — High-Risk + elevation): Hit 7d6; on crit you gain 2 Momentum.
- Electric Chair Drop (Lv 17 — Throw): Lift Large-or-smaller on shoulders and fall back: 5d6 + STR; creature behind you (if any) DEX save or same damage.
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Dusty Rhodes - Bionic Elbow Combo |
Striker[edit]
A Striker turns the ring into a training bag—every kick, chop, and elbow rings out so crisp the back row feels it on their own bodies. You fight from your heels and finish on your toes, chaining flurries and destroying your foes: jab-jab-knee, roundhouse, blink-and-they-drop. Distance? Yours. Timing? Yours. Mercy? Sold out. With this style you unlock the full striking library—buzzsaw kicks, rip-cord knees, the whole lot—plus Signature and Finisher riders that flip the lights off before the referee even begins counting.
Flurry of Blows (2nd-level Style Feature)[edit]
After you take the Attack action, you may spend 1 Momentum to make two additional unarmed strikes as a bonus action.
Counterstrike (6th-level Style Feature)[edit]
Reaction: when a creature hits you with a melee attack, spend 1 Momentum to reduce the damage by your Momentum die and make one unarmed strike against it.
Fighting Spirit (10th-level Style Feature)[edit]
When you would be reduced to 0 HP, you instead drop to 1 HP and gain 2 Momentum. You cannot use this feature again until you finish a long rest.
Pressure-Point Mastery (14th-level Style Feature)[edit]
Your critical hits impose disadvantage on all saving throws made by the target until the end of your next turn.
One-Shot Legend (18th-level Style Feature)[edit]
Your Finisher costs 1 fewer Momentum (minimum 3). If it crits, you immediately regain all spent Momentum dice.
Striker Maneuvers[edit]
- Buzzsaw Kick: Action. Hit 2d8 + DEX; target CON save or suffer disadvantage on spellcasting until next turn.
- Capoeira Cartwheel Kick: Bonus after Dodge. Hit 1d10 + DEX; you may shift 5 ft without provoking.
- GTS (Go-to-Sleep): Action, grapple required. Lift foe to shoulders, knee to face: 3d8 + DEX; target blinded 1 round.
- Hammer Elbow Rush (Bonus). Make three quick elbows (1d4 each); if at least two hit, target dazed.
- Hook Kick Combo (Action). Two attacks: 1d6 + DEX each; if both hit, third spinning heel kick 2d6 + DEX.
- Kawada Kicks: Action on grappled/kneeling target. Up to 5 kicks (1d4 each); if all hit, free advantage on next Finisher.
- Shining Wizard: Action vs prone or kneeling foe. Hit 3d6 + DEX; crit range 18-20.
- Spiral Tap Knee: High-Risk from 10 ft horizontal. Hit 4d6; miss you take 2d6.
- Superman Punch: Action after moving ≥10 ft. Hit 2d6 + STR; push 10 ft.
- Trapping Suplex-Elbow: Reaction when grapple is broken. Hit 2d6 + STR & regain grapple.
- Alabama Slam: Action. Swing grappled foe overhead to mat: 3d6 + STR & prone.
- Discus Elbow Smash (Lv 1): Hit 1d10 + STR; push 5 ft.
- Bicycle Knee Strike (Lv 1 — Bonus): Hit 1d8 + DEX; if you moved ≥10 ft, add your Momentum die to damage.
- Muay-Thai Clinch & Knees (Lv 5 — Hold/Strike): Grapple; bonus-action 1d6 knee each turn.
- Bionic Elbow (Lv 5): Hit 2d8 + STR thunder; Crowd +1 on hit.
- Shotgun Dropkick (Lv 5 — High-Risk): Jump-kick for 2d6 + DEX, sending target 15 ft.
- Rip-Cord V-Trigger (Lv 11): Bonus Action after grapple escape; hit 3d6 + DEX; foe CON save or stunned.
- Buzzsaw Kick Combo (Lv 11): Two 1d8 shin kicks and a 2d8 roundhouse; if all hit, target prone.
- Rainmaker Lariat (Lv 11 — Signature-Only): Spin-pull lariat, 4d6 + STR; auto-push 10 ft; crit range 18-20.
- Black Mass Spinning Heel (Lv 17): Reaction when creature enters reach; hit 4d6 + DEX; on crit it is unconscious 1 round.
- One-Inch Punch (Lv 17 — Finisher-Only): Single strike, 6d6 force; target CON save or drop to 0 HP; success = half damage.
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Yokozuna - Banzai Drop |
Giant[edit]
You don’t simply step over the top rope—you move it aside like a curtain. The mat shivers when you breathe and everybody instantly recalculates their life choices when your music hits. Your Big Boot is a freight truck, your Bearhug feels like continental drift, and when you hit a splash the ring sighs like an old floorboard. Take this style and the Giant move set is yours—body avalanches, iron claws, ring-quaking drops—topped with Signatures and Finishers that turn mass into the deadliest weapon.
Titanic Reach (2nd-level Style Feature)[edit]
Your unarmed strikes, grapples, and reach-based maneuvers extend 5 ft farther than normal.
Colossal Constitution (6th-level Style Feature)[edit]
Your hit-point maximum increases by an amount equal to twice your Professional Wrestler level. Whenever you gain a level in this class, it increases by 2 more.
Living Fortress (10th-level Style Feature)[edit]
While you have at least 1 Momentum, allies behind you gain half-cover (+2 AC, +2 on DEX saves) against ranged attacks that originate in front of you.
Crowd Tremor (14th-level Style Feature)[edit]
When you move 15 ft or more and stop, each creature within 5 ft must succeed on a STR save or fall prone.
Mountain Unmoved (18th-level Style Feature)[edit]
You have advantage on all STR and CON saves. If you start your turn frightened or charmed, you may end that effect on yourself.
Giant Maneuvers[edit]
- Avalanche Back Splash: High-Risk off apron/ledge. Hit 6d6; miss 3d6 to you.
- Bearhug: Submission. Target restrained, CON save each round or 1d6 + STR; two fails = unconscious.
- Big Swing Lariat: Action with 10-ft reach. Sweep arc: creatures of choice in 10-ft radius DEX save or 2d6 + STR & knockback 5 ft.
- Crushing Headbutt (Bonus). Hit 1d12 + STR; target CON save or stunned until end of your next turn.
- Double Hand Choke Toss: Action. Lift Medium-or-smaller; fling 20 ft: 3d6 + STR and prone.
- Giant Leg Drop: Bonus vs prone. Hit 2d8 + STR; auto-crit on incapacitated foes.
- Ground Shake: Action. Jump and land hard. Creatures within 10 ft DEX save or 2d6 + STR & prone.
- Iron Claw (Submission, no prone). Target restrained and takes 1d8 psychic each round; if it drops to 0 HP you can choose unconscious not dead.
- Ring Rope Snake: Reaction. When creature tries to leave reach, grab rope and clothesline across top-rope: 2d6 + STR and grapple.
- Towering Face-Lock DDT: Action on grappled Large-or-smaller. Hit 4d6 + STR; if target had ≥¾ HP it is stunned 1 round.
- Body Avalanche (Lv 1): Move 10 ft into Medium-or-smaller; hit 2d6 + STR and shove 10 ft.
- Sidewalk Slam (Lv 1 — Throw): Hit 2d6 + STR; target prone.
- Big Splash (Lv 5): Action vs prone foe; hit 3d6 + STR; auto-crit if foe restrained.
- Boss-Man Slam (Lv 5 — Throw): Spin slam for 3d6 + STR; target prone and frightened until end of its next turn.
- Choke Backbreaker (Lv 5 — Hold→Throw): Lift by throat, drop onto knee: 3d6 + STR; speed halved.
- Giant Swing Lariat (Lv 11): 10-ft sweep; creatures you choose in radius DEX save or 2d6 + STR & prone.
- Apron Snake-Eyes (Lv 11): Drop foe face-first on apron/rope: 2d6 + STR; disadvantage next attack.
- Avalanche Splash Corner (Lv 11 — High-Risk): 5d6; miss 2d6.
- Crucifix Choke-Bomb (Lv 17 — Finisher-Only): Huge slam, auto-crit 6d6 + STR; target stunned 1 round on fail STR save.
- Ringquake Sit-Down (Lv 17 — High-Risk AoE): Leap and crash; creatures within 15 ft DEX save or 5d6 + STR & prone.