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1/25/2019 The Homebrewery - NaturalCrit

Ceremonial Wrestler for 5e D&D


(Barbarian Path)

Created by
Scott Sampson
Youtube: Scontent
Twitter: @PokeMasterScott

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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
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1/25/2019 The Homebrewery - NaturalCrit

Ceremonial Wrestler

T
he path of the ceremonial wrester is based on Sleeper hold. You get a hold on your opponent's neck and
the ancient traditions surrounding ritual attempt to force them into unconsciousness. After holding
wrestling. Ceremonial wrestling is a form of the target in a sleeper hold for a number of turns equal to
martial arts that puts an emphasis on their Constitution modifier, the target falls unconscious for
grappling and sheer might rather than any 1d4 minutes. The target is immune to this effect if it doesn't
traditional combat moves. Instead, this style have a neck or doesn't need to breathe.
revolves around shoving opponents to the
ground, grappling them, and forcing them into submission Overbearing Presence
holds that can deal damage, lock down their means of attack, Beginning at 14th level, your mighty visage allows you to
or even render them unconscious. destroy the confidence of those who oppose you. When a
Practitioners of this path can be found commonly in tribal creature that you can see within 15 feet of you makes an
settings with an emphasis on warrior culture and tradition. Attack roll, an ability check, or a damage roll, you can use
However, some barbarians of this path wrestle professionally your Reaction to roll a d10 and subtract the number rolled
in large colosseums for the amusement of crowds. from the creature’s roll. You can choose to use this feature
after the creature makes its roll, but before the GM
Ceremonial Fighting Style determines whether the Attack roll or ability check succeeds
At 3rd level, you gain the Grappler feat. or fails, or before the creature deals its damage. The creature
Additionally, while you are raging you gain the following is immune if it can’t see you or if it’s immune to being
benefits: frightened.
You can roll 1d4 in place of the normal damage of your You may do this a number of times equal to your Strength
unarmed strike. This die changes to 1d6 at 10th level and modifier (minimum of once), and you regain all expended
1d8 at 14th level. uses of it when you finish a long rest.
When you use the Attack action with an unarmed strike, Additionally, when you make an Athletics (Strength) or
grapple, or shove, you can make one unarmed strike as a Acrobatics (Dexterity) check, you can expend one of your
bonus action. rages. Roll a d10 and add the number rolled to your ability
check. You can choose to do so after you roll the die for the
Wrestling Expertise ability check, but before the DM tells you whether you
Starting at 6th level, you gain proficiency in the Acrobatics succeed or fail.
and Athletics skills. If you are already proficient in either skill,
you now add double your proficiency bonus to checks you
make with it.
Submission Holds
At 10th level, you gain access to a number of submission
holds that you can use against foes. You can use your action
to try and attempt a hold against any creature you are
grappling. To do so, make another grapple check, you make
this check with disadvantage if you are grappling 2 or more
targets at once. If you succeed, you and the creature both
become restrained until the grapple ends and you may select
one of the following holds to use on the target. This hold ends
either when the grapple ends or when you successfully use a
different hold against the target.
Spinal Crank. You put pressure on the target's spine,
inflicting consistent pain and injury. While in this hold, you
can use your action to force the creature to make a
Constitution saving throw (DC = 8 + your proficiency bonus +
your Strength modifier) or take 4d6 damage, or half as much
on a save. This amount changes to 4d8 at 14th level.
Limb lock. With this hold, you lock down a single attacking
limb of the targeted creature. You select a single limb of the
target creature (an arm, head, leg, tail, wing, etc.). While in
this hold, the target creature cannot use that limb as a means
of attack (DM's discretion). For example, you could limb lock
a dragonborn's head to prevent them from using their breath
weapon or a bandit's sword arm to prevent them from
attacking with that hand.
The target must have some form of limb protruding from
its body for you to use this hold (DM's discretion).

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