Luchador

The crowd roars as the man leaps high into the air and slams into his opponent with reckless abandon. His opponent lies motionless in the ring as the masked man is declared the winner. He flashes a smile and thanks the crowd for attending the fight. After the fight, he hangs his mask on its pedestal; saying a quick prayer to those that came before him and paved the way for him.

Honor, family, tradition. These are the tenets that all Luchador abide by. To Luchadors, the world is an opponent that they must overcome. From the righteous hero that wants to lift others from poverty to those that do it for selfish reasons, all Luchadors strive to prove they are the best. All Luchador are bound by this singular quest. No matter the path taken, the only thing improtant to a Luchador is a good fight and becoming El Rey del Ring (the King of the Ring).


The Luchador
Level Proficiency Bonus Features Stamina Points Maneuvers Known Signature Move
1st +2 Unarmored Defense, Improved Combat Grappler - - -
2nd +2 Wrestling Maneuvers, Signature Move 4 3 1d8
3rd +2 Way of the Lucha 4 3 1d8
4th +2 Ability Score Improvement 5 4 2d8
5th +3 Los Muertos 5 4 2d8
6th +3 Las Garras de los Muertos, Way of the Lucha Feature 6 5 3d8
7th +3 Master Grappler 6 5 3d8
8th +3 Ability Score Improvement 7 6 4d8
9th +4 Indomitable Will 7 6 4d8
10th +4 Atómicos 8 7 5d8
11th +4 Way of the Lucha Feature 8 7 5d8
12th +4 Ability Score Improvement 9 8 6d8
13th +5 Glory to the King 9 8 6d8
14th +5 Luchador's Spirit 10 9 7d8
15th +5 Cumplir su Palabra 10 9 7d8
16th +5 Ability Score Improvement 11 10 8d8
17th +6 Way of the Lucha Feature 11 10 8d8
18th +6 Ultimate Signature Move 12 11 10d8
19th +6 Ability Score Improvement 12 11 10d8
20th +6 Dios de la Lucha 14 12 10d8

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Classes | Luchador

Creating a Luchador

The most important aspect of the Luchador is the adherence to their creed of honor, family, and tradition. Those that break the central tenets of Luchador are looked disfavourably upon and their mask often stripped from them by the Dios de la Lucha. Although the class features related to your fighting style don't appear until you reach the 3rd level, plan ahead and choose a particular style you want your Luchador to follow. Are you a high-flying Técnicos using dexterity to move around the battlefield or do you prefer the path of the Rudos using your strength to brawl with your enemies.

How did you experience the call to be a Luchador? Did you watch matches as a child and were inspired to become a Luchador in the future or is it a tradition that runs within your family?

Luchadors vary wildly in alignment with many Luchadors favoring the chaotic alignment. Freedom is an ideal that is celebrated and many Luchadors do not necessarily follow strict laws, prefering to adhere to their own personal tenets. Consider which way of the Luchador you follow and how that impacts your alignment.

Quick Build

You can create a Luchador quickly by following these suggestions. First, choose Strength if you want to follow the Path of the Rudos or Dexterity if you want to follow the Path of the Técnicos. Whichever you choose, this statistic should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background.

Class Features

As a Luchador, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per Luchador level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per Luchador level after 1st

Proficiencies


  • Armor: None
  • Weapons: Unarmed
  • Tools: Leatherworker's tool, Cook's utensils

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Athletics, Intimidation, Performance, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leatherworker's tools or (b) Cook's utensils
  • (a) Explorer's pack or (b) Entertainer's Pack

Unarmored Defense.

Beginning at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity Modifier or Constitution Modifer (your choice) + your Charisma Modifier.


Improved Combat Grappler

Starting at 1st level, you gain the following benefits:

  • You can use either Dexterity (Acrobatics) or Strength (Athletics) when making grappling checks and shove checks.
  • If you successfully grapple a creature, you may use your bonus action to perform the Shove action.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Your unarmed strikes uses a d4 for damage.
  • Your unarmed strikes gains the finesse property.

Wrestling Maneuvers

At 2nd level, your training has allowed you unparalleled stamina. Your Luchador level determines the number of points that you have as shown in the Stamina Points column of the Luchador table.

You can spend these points to fuel various Stamina features. You learn more stamina features as you gain levels in this class.

When you spend a stamina point, it is unavailable until you finish a short or long rest, at the end of which you regain all your stamina points.

Maneuvers. Maneuvers are special attacks fueled by stamina. You learn four maneuvers of your choice, which are detailed under "Maneuvers" below. You learn additional maneuvers of your choice as shown on the Maneuvers Known column of the Luchador table. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Combos. Each maneuver is listed under a specific heading. If you use your action to perform a Combo 1 Maneuver and that attack hits or the creature fails its saving throw, you can immediately expend stamina points to perform a Combo 2 Maneuver. On a hit or if the creature fails its saving throw, you can immediately expend stamina points to perform a Combo Breaker or your Signature Move. After performing a Combo Breaker or Signature Move this way, you regain stamin points equal to your Charisma modifier (minimum 1). You are not required to perform moves in order to acces moves of the subsequent heading. For example, you can perform a Combo Breaker using your action without first performing a Combo 1 or Combo 2 Maneuver or you can choose to begin a combo using a Combo 2 Maneuver; however you do not gain the benefit of recovering stamina points this way.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

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Classes | Luchador

Signature Move

Beginning at the 2nd level, you can use an action to activate your signature move. Expend 1 stamin point and make an unarmed strike against a creature. On a hit, the creature takes 1d8 bludgeoning damage. The damage of the finishing move changes as you gain Luchador levels, as shown in the Signature Move column of the Luchador table. This attack also has advantage if you have the creature grappled and is a critical if the creature is restrained by you. After performing a signature move, your grapple ends on the creature. Each time you reduce a creature to 0 hit points with a signature move, you regain the use of your signature move and recover Stamina Points equal to your proficiency bonus.

You also regain the use of your signature move after finishing a long rest.

Way of the Lucha

At 3rd level, the Luchador chooses to follow a particular path of Lucha. Choose to become a Técnicos or Rudos. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Los Muertos

At 5th level, after performing a ten minute ritual, the Luchador casts speak with dead to commune with the spirits of past Luchadors. The spell is cast without the following restrictions: you do not need a corpse to summon your ancestor, you can summon the same ancestor without restriction, your ancestor can speak freely within the duration of the spell and any information learned during the conversation is retained by your ancestor.

Las Garras de los Muertos

At 6th level, the Luchador becomes truly aware of his heritage and lineage in the world of Lucha. You gain the ability to see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. Your unarmed strikes, maneuvers, and finishing move count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Master Grappler

Starting at 7th level, you gain the following benefits:

  • You count as one size larger when grappling and shoving as well as when determining the weight you push, drag, or lift.
  • If the creature you are attempting to grapple is smaller than you in size, you gain advantage on the grappling check.
  • You are able to use your full movement speed while moving with a grappled opponent.

Indomitable Will

At 9th level, you can't be frightened and have advantage on saving throws against being charmed.

Atómicos

Beginning at 10th level, the Luchador feeds off the crowd. At the beginning of each combat, after you roll initiative, you gain temporary hit points equal to twice the number of allies within 60 feet of you + your Charisma modifier (minimum 1).

Glory to the King

At 13th level, you have mastered the art of self-promotion. After you spend a long rest in a settlement, you gain advantage on Charisma (Persuasion) and Charisma (Intimidation) checks made against inhabitants of that settlement.

Luchador's Spirit

At the 14th level, you can choose two of the following saving throws to become proficient in: Strength, Dexterity, Constitution, Wisdom, or Charisma. If you choose Strength or Dexterity, you can add half your proficiency bonus, rounded down, to saving throws you make that uses that attribute.

Cumplir su Palabra

Beginning at 15th level, your honor is so powerful as to bind two creatures together. Win or lose you always honor your word. You can perform a 1 minute ritual to solidify your agreement with one creature.

If anyone including you refuses to honor the pact, they take 10d10 psychic damage. You immediately know if the pact has been broken. You can only maintain one pact at a time and cannot initiate another without the previous pact ending.

Ultimate Signature Move

Beginning at the 18th level, your signature move evolves into a tool to end any fight. In addition to the normal rules of finishing moves, if you hit with the signature move, the creature must make a Constitution saving throw against your Maneuver save DC. On a failed save, the creature is reduced to 0 hit points. On a successful save, the creature takes 10d8 bludgeoning damage.

Dios de la Lucha

At 20th level, you have ascended as the Dios de la Lucha. Using your action, you become the very spirit that inhabits all Luchadors. For 1 minute, you gain the following benefits:

  • You are tireless and all stamina costs become 0.
  • You have resistance to bludgeoning, slashing, and piercing damage from non-magical sources.
  • If the creature you are attempting to grapple is smaller than you in size, you can add your Charisma modifier to the roll.

Once you use this feature, you can't use it again until you finish a long rest.

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Classes | Luchador

Técnicos

The people's hero. Técnicos are Luchadors that strive to not just better themselves, but strive to show the people that hard work is met with success. While they might boast and fight, they adhere to a strict code of conduct. Técnicos are seen as heroes, often riding into towns to root out injustice. Técnicos fight through the use of high-flying, highly technical moves.

Lucha Libre

At 3rd level, you gain the following benefits:

  • Your speed increases by 5 feet while you are not wearing armor or wielding a shield. This bonus increases to 10 feet at 8th level. At 12th level, your speed is instead increased by 15 feet. Beginning at 16th level, your speed is increased by 20 feet.
  • You take half damage from falling.
  • You can use your Dexterity score to determine the distance you cover with a long jump or high jump.
  • Your jump height and distance is doubled.
  • You gain the ability to move along vertical surfaces without falling during your move. If you end your movement of a vertical surface, you begin to fall.

Crowd Favorite

Starting at 6th level, you gain proficiency in Charisma (Persuasion) checks. If you are already proficient in Charisma (Persuasion) checks, your proficiency bonus is doubled for any ability check you make that uses it.

You can use an action to give an inspiring speech to your companions. When you do so, you can choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature affected can choose one of three benefits:

  • All allies within range heals an amount equal to your Luchador level + Charisma Modifier.
  • Dash to the Luchador, not incurring any opportunity attacks.
  • Add the Luchador's Charisma modifier to their next attack or spell attack roll, must be used within the same combat.

You must then finish a short or long rest to use your Crowd Favorite feature again.

Beginning at 11th level, you can use your Crowd Favorite feature twice between rests.


Preservere for the People

At 11th level, when you are reduced to 0 hit points, you can choose to regain hit points equal to your Luchador Level + your Charisma modifier + your remaining stamina points. All allies that can see you within 30 feet also gain hit points equal to your Luchador level + your Charisma modifier (minimum 1). You cannot use this feature again until you complete a long rest.

Mi Amigo

At 17th level, you are on the righteous path of the Luchador and the bond between you and your ancestors has grown considerably. As an action, you can summon one of your ancestors to assist you in combat. Your ancestor is a mirror image of you, possessing the same statistics, AC, and proficiency bonus. Its hit point maximum is half your hit point maximum (rounded down).

Your ancestor takes its turn on your initiative and can only take the Dodge, Disengage, Grapple, Pin, and Help actions. When you are within 30 feet of your ancestor and take damage from any source, you can use your reaction to split the damage evenly between you and your ancestor. Your ancestor lasts a number of rounds equal to your Charisma modifier (minimum of 1).

You cannot use this feature again until you complete a long rest.

Rudos

For every hero, there is a villain. Rudos represent the darker side of the Luchador community. Rudos use power moves and underhanded tactics to win matches. They are much more vocal than their Técnicos counterparts and often engage in psychological warfare against their adversaries. Although Rudos use techniques that are frowned upon, they still abide by the Luchador code of conduct and still honor agreements.

Dirty Brawler

Starting at 3rd level, while not wearing any armor or wielding a shield, the Rudo gets the following bonuses:

  • You know the vicious mockery cantrip and use Charisma as its spellcasting attribute.
  • You may use your vicious mockery cantrip as a Combo 0 Maneuver. On a hit, you can expend stamina points to initiate a Combo 1 Maneuver.
  • Your unarmed strikes and improvised weapons use a d6 for damage.
  • You are proficient with improvised weapons.
  • Taking the Attack action with an improvised weapon counts as a Combo 1 Maneuver.

At 8th level, the die increases to a d8. At 12th level, the die increases to a d10. At 16th level, the die increases to a d12.

Cállate la Boca

At 6th level, you gain proficiency in Charisma (Intimidation) checks. If you are already proficient in Charisma (Intimidation) checks, your proficiency bonus is doubled for any ability check you make that uses it.

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Classes | Luchador

You viciously insult a creature. As a bonus action, a creature of your choice that you can see within 60 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifer). On a failed save, the creature has disadvantage on attack rolls against creatures other than you. The creature cannot willingly move more than 60 feet from you. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

The effect also ends if you target or attack any other creature, or if you end your turn more than 60 feet away from the target. You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain a use of this feature if you reduce a creature affected by Cállate la Boca to 0 hit points. You regain all uses on a long rest.

Vaya con Dios

Starting at 11th level, when you deal damage to a creature affected by your Cállate la Boca feature, the creature takes extra psychic damage equal to your Charisma modifier (minimum 1). Creatures have disadvantage on saving throws against your Cállate la Boca feature if the creature can see you.

El Diablo

At 17th level, you are are known for your brutality. As a bonus action, you can mark one creature that has incurred your wrath. For 1 minute, whenever you deal damage to that creature, you may reroll each damage dice which shows its maximum possible result and add the new roll to the total. You may continue to reroll such dice until each dice shows less than its maximum result. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn of yours to mark a new creature. You cannot use this feature again until you complete a long rest.

Maneuvers

Combo 1 Maneuvers.

When you use Stamina Points to perform a Combo 1 Maneuver and hit a creature, you can expend additional Stamina Points to immediately perform a Combo 2 Maneuver.

Eye Poke. Prerequisite: Way of the Lucha - Rudos. As an action, you can expend one stamina point and perform an unarmed strike. On a hit, the target suffers the attack's normal effects and an additional 1d6 piercing damage and is Blinded until the start of your next turn.

Savage Strikes. Immediately after you take the Attack action on your turn, you can expend 1 stamina point to make an additional unarmed strike against the same creature.

Swift Grapple. As an action, you can expend one stamina point and perform an unarmed strike. On a hit, the target suffers the attack's normal effects. You can then perform a grapple check against the creature.


Combo 2 Maneuvers.

When you use Stamina Points to perform a Combo 2 Maneuver and hit a creature or the creature fails a saving throw, you can expend additional Stamina Points to immediately perform a Combo Breaker or your Signature Move.

Body Slam. As an action, you can expend one stamina point to throw your opponent. That creature must make a Strength saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage, and you don't knock it prone.

Pile Driver. As an action, you can expend one stamina point to drop your opponent on its head. That creature must make a Constitution saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is stunned until the start of your next turn. On a successful save, the creature takes half as much damage, and you don't stun the creature.

Elbow Strike. As a bonus action, you can expend one stamina point to perform an unarmed strike. On a hit, the target suffers the attack's normal effects and suffers an additional 1d6 bludgeoning damage.

Boa Constrictor. As an action, you can expend one stamina point to attempt to restrain an opponent that you have grappled. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Combo Breakers.

After performing a Combo Breaker, your grapple ends on the creature. If you performed a full combo (Combo 1 Maneuver, Combo 2 Maneuver and a Combo Breaker or Signature Move), recover stamina points equal to your Charisma Modifier (minimum 1).

Elbow Drop. As an action, you can expend one stamina point to make an unarmed strike against a creature that is prone within 5 feet of you. On a hit, the target suffers the attack's normal effects and an additional 1d8 bludgeoning damage.

Whip. As an action, you can expend one stamina to push a creature up to half its movement speed away from you. This movement incurs attacks of opportunity.

Powerbomb. Prerequisite: Strength 14. As an action, you can expend two stamina to make an unarmed strike against a creature that you have grappled. On a hit, the creature suffers 3d8 bludgeoning damage and must make a Strength saving throw. On a fail, the creature is knocked prone until the start of your next turn.

Suplex. Prerequisite: Strength 14. As an action, you can expend three stamina points to perform an unarmed strike against a creature you have grappled. On a hit, the creature takes 2d6 bludgeoning damage and you can attempt another unarmed strike against the target, dealing 2d6 bludgeoning damage on a hit. On a hit, you can attempt another unarmed strike, dealing 2d6 bludgeoning damage on a hit.

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Classes | Luchador

Stun Drop. Prerequisite: 8th level; Strength 16. As an action, you can expend three stamina to attempt to stun your opponent. The target must make a Constitution saving throw. If it fails the saving throw, the creature takes 2d8 bludgeoning damage and becomes stunned. The creature can repeat the saving throw at the end of each of its turns. On a successful saving throw, the creature takes half damage and is not stunned.

Giantkiller. Prerequisite: 8th level; Strength 16. As an action, you can expend three stamina points to attempt to break a creature you have grappled in half. The creature must make a Constitution saving throw. On a failed save, the creature takes 5d6 bludgeoning damage and is paralyzed until the start of your next turn. On a successful save, the creature is not paralyzed and takes half damage.

Buster Smash. Prerequisite: 12th level; Strength 18. As an action, you can expend four stamina points to attempt to smash a creature you have grappled through the ground. The creature must make a Constitution saving throw. On a failed save, the creature takes 6d8 bludgeoning damage and is stunned until the start of your next turn. On a successful save, the creature takes half damage and is not stunned.

Standalone Maneuvers.

These moves cannot be used in a combo.

Clothesline. When you use your action to Dash, you can expend one stamina points to make an unarmed strike. On a hit, you deal 1d8 bludgeoning damage for every 10 feet of movement you have expended moving towards the creature this turn (minimum 1d8 bludgeoning damage). Additionally, the creature must make a Strength saving throw. On a failed save, the target is knocked prone. On a successful save, the target is not knocked prone.

Dropkick. As an action, you can expend one stamina point to make an unarmed strike against a creature within 5 feet of you. On a hit, the target suffers the attack's normal effect and an additional 1d8 bludgeoning damage. If you move at least 10 feet in a straight line immediately before performing this attack, you can add +5 bonus to the attack's damage roll and push the target up to 10 feet away from you. If the creature collides with another creature, that creature also takes the damage dealt.

Armbar. As an action, you can expend one stamina to initiate an armbar against a creature that you have restrained. Make a grapple check. If you succeed,the creature takes 2d8 bludgeoning damage. On your subsequent turns, you can use your bonus action to maintain the hold and deal 2d8 bludgeoning damage. If the creature breaks the grapple, they also end the effect of the hold.


Sucker Punch. Prerequisite: Way of the Lucha - Rudos. When another creature hits you with a melee attack, you can use your reaction and expend one stamina to make an unarmed strike against the creature. On a hit, the creature must reroll the attack and use the second result.

Sky-Dive Splash. Prerequisite: Dexterity 16. As an action, you can expend two stamina to perform a sky-dive splash. You make an unarmed strike against a creature. If you hit, the creature takes 3d8 bludgeoning damage + 1d6 bludgeoning damage for every 10 feet you have fallen. On a miss, you must make a Dexterity saving throw. The DC equals 10 or the half the damage of the maneuver, whichever is higher. On a failed save, you take the damage and fall prone. On a successful save, you take no damage and do not fall prone.

Flying Clothesline. Prerequisite: Dexterity 16." As an action, you can expend two stamina points to perform a flying clothesline. You make an unarmed strike against a creature. On a hit, the creature takes 2d6 bludgeoning damage + 1d6 bludgeoning damage for every 10 feet you have fallen. The creature must make a Strength saving throw. On a failed save, you knock the target prone. On a miss, you must make a Dexterity saving throw. The DC equals 10 or the half the damage of the maneuver, whichever is higher. On a failed save, you take the damage and fall prone. On a successful save, you take no damage and do not fall prone.

Flying Arrow. Prerequisite: Dexterity 16. As an action, you can expend two stamina to attempt a high flying maneuver on a creature within 5 feet of you. The creature must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and has Disadvantage on all attack rolls until the start of your next turn. If you move at least 10 feet in a straight line immediately before performing this attack, you can add +5 bonus to the attack's damage roll.

Leap from Heaven. Prerequisite: 12th level; Dexterity 18. As an action, you can expend four stamina points to leap from heaven. You make an unarmed strike against a creature. If you hit, the creature suffers 6d8 radiant damage + 1d6 bludgeoning damage for every 10 feet you've fallen. On a miss, you must make a Dexterity saving throw. The DC equals 10 or the half the damage of the maneuver, whichever is higher. On a failed save, you take the damage and fall prone. On a successful save, you take half the damage and fall prone.

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Classes | Luchador


The Luchador Class by:

Outerhokus


Influenced by: https://www.dandwiki.com/wiki/Luchador_(5e_Class)


Art Credits in Order of Appearance

"El Fuerte" by Capcom

"Bane" by DC Comics

"Street Fighter IV" by UDON Comics


Special thanks to:

/u/ IrateGandhi

/u/ GilTucker

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Classes | Luchador