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The Wrestler: A Grapple Based Class
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The Wrestler: A Grapple Based Class

Suggested Price $2.00

Have you ever wanted to literally piledrive a dragon in submission? Well this is the class for you! The Wrestler! A class entirely based around grappling and repositioning foes on the battlefield.

Incased in this class is the follow.

-An optional Paladin-like "title belt" mechanic where your powers are tied to a physical belt.

-Five subclasses, the devistating Powerhouse Belt, the speedy and acrobatic High-Flier Belt, the psionic Psislinger Belt, the spellcasting Spiritualist Belt, and the wrestler antithesis known as The Rudo.

-Original artwork by me, MommyMoke!

-31 "Trademarks"; special moves and passive buffs to customize your Wrestler such as suplexes to slam your opponents into furnature and cheers to restore your health!

I hope you guys enjoy this revamp of my classic grappling class! 

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Discussions (3)
Customer avatar
Vincent M January 11, 2020 1:05 am UTC
Glad I found this. I've been wanting to try a Pro Wrestler class and I'm glad you did an Undertaker like character.

I saw a typo under "Class Features." It says "As a toon, "

just thought I'd let you know.

If you revise this, I'd love to see you add more moves or maybe some stats for cutting a promo on a foe.
Customer avatar
Jordan A January 11, 2020 4:54 am UTC
Thanks for letting me know. I'm actually currently working on doing reworks on all my classes, while the wresler is a little bit lower on my list, I have been thinking about ways to improve it. Right now, I'm doing a rework of my Weaver class.
Customer avatar
David W March 20, 2019 6:05 pm UTC
Seems like there's a lot of cool and interesting stuff going on in here. I was a little bit surprised to note that the wrestler gets roughly half as many signature move points as a monk and that they recover only on a long rest (vs. monk's short rest). I don't think there's anything wrong with having a lower number of points total - signature moves feel beefier than the monk's martial arts bonuses, and it seems to make sense from a thematic point of view that you're not going to use a signature every turn, the way a monk might be likely to be spending ki more frequently. I do wonder if you couldn't get away with having them recover signature move points on a short rest without making them feel totally unbalanced though. I haven't played with it in a real game, so it's hard for me to say either way.

Regardless, thanks for putting the time and effort into creating this!
Customer avatar
David C March 11, 2019 6:43 pm UTC
Would it be possible to get an errata/clarification on some of these rules? They seem really amazing but some of them have some confusingly written parts.<br>
Most notably the level 10 ability with the Spiritualist Belt.<br>
Are you spending:<br>
1) 3 points + 2 spell slots total to do this spell? One for fall damage move and one for the spell that triggers on landing?<br>
2) 3 points and only one spell slot total where the spell being triggered at the end is what determines the amount of fall distance. Since you can only do this once per day and you're essentially spending 3 class points to do an extra 2d6 damage to someone at level 10, which is very minute. <br>
Is the creature you're doing this to knocked prone per the normal falling damage rules? Can this be done when you're grappling 2 creatures? <br>
I hope this reaches the creator of this class because this is super...See more
Customer avatar
Jordan A March 11, 2019 9:52 pm UTC
Glad you enjoy my class! Apologies that the writing of this ability is a bit confusing, allow me to clarify.

This feature only expends 3 points and 1 spell slot, no further resources are expended. The damage comes from the fall itself, but I can see how that can be confusing. Technically, you CAN use this while grappling 2 creatures. And, as per normal falling damage rules, the creature is knocked prone.

Again, apologies that the wording on this is confusing, I'll be sure to make changing it a priority when I next update it, although, updates for this class will not be worked on until the Archetypes for Weirdos book mini series is finished.

Thank you again for the comment!
Customer avatar
David C March 11, 2019 10:41 pm UTC
Thank you for the reply! Sorry the website messed up my edit with the <br> code.

I've been putting together a grapple barbarian and then found this and my eyes lit up.

One extra question about that ability if you don't mind, you yourself would not be knocked prone since you're not taking falling damage, correct?
Customer avatar
Jordan A March 11, 2019 10:51 pm UTC
Glad it caught your interest!

Also, that is correct, because you're not taking falling damage, you do not fall prone.
Customer avatar
David C April 07, 2019 4:03 am UTC
Playing with this character at level 5 a little bit now, I would like to have a recommendation of consideration for a d12 hit die vs d10. I've also noticed that with the class feature, they count as large with regards to grappling, so therefore can grapple huge creatures. However, shoving someone prone is its own separate rule that you can only shove one size up. Did you want people to want this class to be able to grapple huge creatures AND be able to shove and hold them prone? even if its a later level thing? Or be able to grapple huge creatures and only be able to shove large creatures.
Customer avatar
David C April 07, 2019 4:53 am UTC
The same could be said of the Toss or Suplex special moves. Since a Medium creature counts as large for grapple and therefore can grapple something huge, but does NOT currently count as large for knocking something prone, would you physically be able to Toss, or Suplex a huge grappled creature if you're not even strong enough to knock them prone?
Customer avatar
Jordan A April 07, 2019 5:10 am UTC
In regards to both your comments, yes, the idea was that you should be able to shove and hold a huge creature prone, as well as Toss or Suplex huge creatures. I've actually been trying to concoct a mechanic that scales with your level. A mechanic where the player starts only being able to grapple normally, but as they level up, they would be able to grapple huge creatures, and then gargantuan creatures at near around level 16, but I've yet to decide how it will fully work and an update to the class might not come until I have something far more substantial to add like a new subclass or new signature moves.

As for the health problem, I'm not 100% on that just yet. Their tankiness is on-par with Paladin with certain signature moves, and the D12 is kind of meant to be Barbarian's "special" little thing. I mean, yeah I gave my Toon class a D12 but its whole thing was that it was meant to be a tanky utility hybrid. I'm definitely considering it, but my stance on changing their health is currently...See more
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File Last Updated:
July 10, 2020
This title was added to our catalog on February 28, 2019.