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| ==== Controlled Surge ==== | | ==== Controlled Surge ==== |
| At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects. | | At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects. |
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| == Path of Wrestlers ==
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| Spectator sports and martial arts go together hand-in-hand. One of these sports is the traditional world of wrestling. By honing their bodies through practice and physical conditioning, a wrestler can face any opponent and bring them down with ease.
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| ==== Ready to Go ====
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| Starting at 3rd level when you choose this path, your rage empowers your strength. While raging, you add your Proficiency Bonus to your Strength ability checks and Strength Saving Throws in addition to any Proficiency Bonus already added to these rolls.<br>
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| You have a Wrestler Save DC equal to 8 + your Proficiency Bonus + your Strength Modifier.
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| ==== Vice Grip ====
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| Also at 3rd level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br>
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| The size of creatures that you can grapple increases by one size. When you grapple a creature more than one size larger than you, it can move as normal, but you move along with it so long as there is an unoccupied space adjacent to it.<br>
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| You may use your Bonus Action to make a Strength (Athletics) check to Grapple or Shove a creature. While you are grappling a creature that is one size larger than you or smaller, you are not Slowed.<br>
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| In addition, your Unarmed Strikes deal Bludgeoning damage equal to 1d6 + your Strength Modifier on a hit.
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| ==== Putting Our Heads Together ====
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| At 6th level, when grappling two creatures at once, you may replace one of your Attacks with an attack targeting each grappled target as you crush them against each other.<br>
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| In addition, your Unarmed Strikes count as magical for the purposes of overcoming Resistances and Immunities to nonmagical attacks and damage.<br>
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| Finally, when you Grapple a creature, or a creature attempts to escape your Grapple, if you roll lower on your check then your Wrestler Save DC, you may replace your result with your Wrestler Save DC.
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| ==== Weight of the World ====
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| At 10th level, you learn to slam your opponents into the ground. As an Action, you can cause a creature you are currently grappling to fall Prone, ending the Grapple. The target takes 4d6 Bludgeoning damage plus your Strength Modifier and Proficiency Bonus.<br>
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| You may choose to fall Prone instead, maintaining your Grapple, and Restraining the target while you are Prone and Grappling it.
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| ==== Immovable Champion ====
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| At 14th level, you have become an immovable champion, gaining the following benefits:
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| *When you roll for Initiative, you may choose to stomp the ground at your feet with earth-shaking power. Creatures of your choice within 30ft of you must make a Strength Saving Throw against your Wrestler Save DC, being knocked Prone and taking Bludgeoning Damage equal to 1d6 + your Strength Modifier + your Proficiency Bonus.
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| *When you Grapple a creature, or a creature attempts to escape your Grapple, in addition to the contested check, the creature must make a Strength Saving Throw against your Wrestler Save DC. The creature must succeed both the contested check and the Strength Save in order to not be grappled or escape from the grapple.
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| *You can only be knocked Prone if you choose to be.
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| *You are unaffected by forced movement unless you choose to be.
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| == Path of Zealots == | | == Path of Zealots == |