Moves
Using attacks to tackle, grapple, pin, and otherwise physically abuse single, and occasionally multiple, targets, the Wrestler acts as a disruptive force in the midst of the enemy line. Their moves push, pull, throw, grapple, and pin enemies, neutralizing their threat to other party members and allowing advantage on party members' attacks.
Moves that cost Flair Points require 1 Action to complete unless otherwise noted.
Ungrappled Moves
Bell Ringer: You clap your hands on opponent's ears, potentially stunning them.
1 Flair Point. 1d4 + STR mod + CON save or stunned until the next turn.
Crossbody Block: You leap sideways at an enemy and attempt to bear them to the ground.
1d4 + Grappled + Prone (both)
Armbar: You grab an enemy's arm and twist, putting pressure on the elbow and shoulder
The enemy is Grappled.
Scissor Press: You leap leg-first at an enemy, bearing them to the ground in a scissor hold.
1 Flair Point. 1d4 + Grappled + Prone (enemy). Next round, if the enemy does not succeed on their STR check to break the grapple, the Wrestler may use one attack to deal 1d6 + STR constriction damage.
Clothesline: If you have moved 10′ toward an enemy this round you may attempt to clothesline them. If successful, you move an additional 5′, through the enemy's space.
1d6 + Prone + CON save or stunned.
At higher level: For each Flair point you use you may attempt to apply this effect to an additional target. You may use both arms, affecting two creatures standing adjacent to each other. You must have sufficient movement to continue your charge through the last creature affected.
Sledgehammer: You lock your fists together and deliver a massive blow the your enemy.
1d6 + STR mod. If two or more consecutive blows are landed the enemy must make a DEX save vs. your Wrestler DC or be pushed back 5′ for each blow after the 1st.
Helicopter: You whirl in place, roaring with fists extended, bludgeoning all those around you.
1d4 + STR in a 5′ sphere centered on you.
At higher level: For each Flair Point you expend, proc the ability one additional time.
Elbow Drop: You leap into the air, driving your elbow into a prone enemy.
1d6 + STR. For each 5′ you drop, add 1d8 to enemy damage and take 1d4 damage. Normal falling damage is halved when using this move.
Grappled Moves
These moves become available once an enemy is grappled, or combo into moves that require the enemy to be grappled.
Hammerlock: You grab an enemy's arm and pull it up behind their back, securing your grip on their neck.
1 Flair Point. Opponent is Grappled and has Disadvantage on attacks.
Bear Hug: You grab your enemy and clutch them tightly to your chest, lifting them off the ground.
1 Action. 1d6 + STR and enemy is grappled. If they fail to break the grapple next turn you may apply 1d8 + STR constriction damage.
Combo: You may spend a Flair Point to combo a Bear Hug with a Suplex for an additional 1d8 + STR damage. The enemy is prone.
Reverse Grapple: You move back-to-back and lock your arms under theirs, lifting them from their feet and bending them over your back.
Flair Point. 1d4 + STR and the enemy is grappled. If they are humanoid they cannot make weapon attacks or cast spells with a somatic component.
Combo: You may spend an additional Flair Point to combo a Reverse Grapple with a Facebuster for an additional 1d8 + STR damage. The enemy is prone and remains grappled.
Half Nelson: You pass your arm under the arm of a prone enemy, gripping their neck.
1d4 + STR and the enemy is grappled.
Combo: You may spend a Flair Point to combo a Half Nelson with a Nelson Choke (kata ha jime), doing 1d8 + STR damage. If the enemy does not break the hold you may deal this damage again at the start of each of your turns.
Full Nelson: You pass both your arms under the arms of a prone enemy, gripping their neck and pinning them to the ground.
1d6 + STR and the enemy is grappled. The may not make weapon attacks and may not cast spells that require a somatic component.
Piledriver: You grapple your enemy, turn them upside-down, and drop to a sitting position, driving their head into the ground.
1 Flair Point. 2d6 + STR damage and the enemy is grappled.
Combo: You may expend an additional Flair Point to execute a Scissor Choke, wrapping your legs around your opponent's face and neck and squeezing for an additional 1d6 + STR damage. The grappled opponent may not cast spells or use abilities that require a verbal component. If they fail to break the grapple next turn they take an additional 1d6 damage and begin to suffocate.
Aerial Techniques
These techniques involve the Wrestler becoming airborne and/or causing their enemies to become so.
Windmill: You grab a prone enemy and hoist them into the air, spinning them around and using them as a weapon.
1 Flair Point. 1d4 in a 5′ sphere centered on you. Hitting a solid object, such as a wall, halts the spin. The spinning enemy takes 1d4 damage for each other creature and object they impact.
At higher level: For each Flair Point you expend you may move 5′ in any direction, up to your total movement, proccing this ability once for each 5′ you move.
Combo: Toss. At the end of the spin you may make a STR check vs DC 15. On a success you may throw the grappled opponent up to 15′ in any direction. They take 2d4 damage from the impact.
Double Kick: If you have moved 10′ toward an enemy you may perform a double kick, attempting to plant both your feet in their chest and bear them to the ground.
1 Action. 2d4 + STR. The enemy must make a DEX save or be knocked back 5′ and prone.