Luchador Playable Class for Dungeons & Dragons Fifth Edition

You are a luchador, the physical embodiment of strength, agility, and endurance in your community. The people of your village, city, or region look up to you to protect them from outside dangers. Your mask not only hides your identity but gives you a focus for the mystical or divine energies that fuel your powers.

Creating a Luchador

When you create a luchador, consider where your luchador comes from. Is your luchador from a small coastal village? Or did your luchador grow up in a sprawling city? Perhaps your luchador lived in the forest, protecting the natural world around him or her. Or maybe your luchador grew up in a mountain monastery.

Your luchador’s story has two important elements. First, why did you don your mask and become a luchador in the first place? Were you the rightful heir of the family mask, trained from birth to protect your people? Or maybe you discovered the mask in the ruined tomb of a legendary wrestler.

Second, what made you leave your protectorate? Perhaps your village was destroyed by evildoers and now you seek revenge. Did your master encourage you to travel the world to hone your abilities?

Quick Build

You can make a luchador quickly by following these suggestions. First, make Constitution your highest ability score, followed by Dexterity. Second, choose the gladiator background.

El Luchador

Level Prof. Bonus Brawling Power Points Signature Moves Known Features
1st +2 1d4 2 2 Unarmored Defense, Brawling, Signature Moves
2nd +2 1d4 3 2 No Sell
3rd +2 1d4 7 3 Lucha Style
4th +2 1d4 9 3 Ability Score Increase
5th +3 1d6 14 3 Extra Attack, Finishing Move
6th +3 1d6 16 4 Lucha Style feature, Lucha Might
7th +3 1d6 19 4 Lucha Fame
8th +3 1d6 22 4 Ability Score Increase
9th +4 1d6 29 5 Double Team
10th +4 1d6 32 5 Lucha Persistence
11th +4 1d8 37 5 Lucha Style feature
12th +4 1d8 37 6 Ability Score Increase
13th +5 1d8 42 6 Lucha Endurance
14th +5 1d8 42 6 Tag Out
15th +5 1d8 47 7 Lucha Durability
16th +5 1d8 47 7 Ability Score Increase
17th +6 1d10 54 7 Lucha Style feature
18th +6 1d10 57 8 Extra Attack (2)
19th +6 1d10 62 8 Ability Score Increase
20th +6 1d10 67 8 Lucha Power

Errata:

  • 11/4/2018 – Adjusted the No Sell ability so it only works against melee bludgeoning attacks.

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 Constitution modifier.

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per luchador level after 1st.

Proficiencies

Armor: None

Weapons: Simple weapons

Tools: Choose one type of artisan’s tools or one musical instrument.

Saving Throws: Dexterity, Constitution

Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • your luchador mask
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Brawling

At 1st level, you have honed your talents as a brawler and grappler. You gain the following benefits while you are unarmed or wielding only simple weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike or improvised weapon. This die changes as you gain luchador levels, as shown in the Brawling column on the Luchador table.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
  • 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.

Signature Moves

Starting at 1st level, your training gives you powerful maneuvers fueled by your innate mystical energy. Your access to this energy is represented by a number of power points. Your luchador level determines the number of points you have, as shown in the Power Points column of the Luchador table.

When you spend a power point it is unavailable until you finish a long rest, at the end of which you draw all of your expended power points back. You must spend at least 30 minutes of prayer or meditation to regain your power points.

You can spend these points to fuel your signature moves. You start knowing two signature moves. You learn additional signature moves as determined by your level, as shown in the Signature Moves Known column of the Luchador table.

Some of your signature moves require your target to make a saving throw to resist the move’s effects. The saving throw DC is calculated as follows:

Signature move save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

No Sell

Once you reach 2nd level, you can use your reaction to ignore damage from a nonmagical melee attack that deals bludgeoning damage. When you do so, the damage you take from the attack is reduced by 1d10 + your Constitution modifier + your luchador level.

Lucha Style

At 3rd level, you choose a style that shapes your offensive and defensive capabilities. Choose Powerhouse, Technical, or Highflyer, all detailed at the end of the class description. The style you choose grants you features at 3rd level and again at 6th, 11th, and 17th level.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You earn a second extra attack at 18th level.

Finishing Move

At 5th level, when you gain this feature, select one of your Signature Moves that deals extra damage. When you roll damage for this signature move, you can choose to deal maximum damage instead of rolling. You can’t use this feature against until you finish a long rest.

Lucha Might

Starting at 6th level, your unarmed strikes and signature moves count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Lucha Fame

At 7th level, your exploits are well known across the land and you have a natural aura of infamy that surrounds you. All of your Charisma (Intimidation, Performance, and Persuasion) checks against humanoids and giants are made with advantage.

Double Team

Starting at 9th level, you have mastered your ability to coordinate your attacks with your allies. As long as you are not incapacitated, each of your allies has advantage on attack rolls against any creature that is within 5 feet of you. In addition, if an ally hits a creature that is within 5 feet of you, you can use your reaction to make one melee weapon attack against that creature.

Lucha Persistence

At 10th level, whenever you must make a death saving throw you earn a success on a d20 roll of 8 or higher. In addition, if you roll a 1 on the d20, it counts as one failure instead of two.

Lucha Endurance

Beginning at 13th level, you have advantage on saving throws against any effect that would cause you to take a level of exhaustion. In addition, finishing a short rest reduces your exhaustion level by 1, provided that you have also ingested some food and drink.

Tag Out

At 14th level, you can protect your companions by accepting damage on their behalf. If you are conscious and within 5 feet of an ally and they are hit with an attack, you can use your reaction to take the damage instead of your ally.

Lucha Durability

Starting at 15th level, you are immune to attacks that would drain your Strength, Dexterity, or Constitution, such as a shadow’s Strength Drain attack. And you cannot be affected by a slow spell or similar effect such as a stone golem’s Slow feature.

Lucha Power

At 20th level, when you roll for initiative and have no power points remaining, you regain 4 power points.

Signature Moves

As a luchador, you have a repertoire of special attacks powered by the mystical energy that flows through your veins.

Signature Moves

The signature moves are presented in alphabetical order:

Arm Breaker. When you hit a humanoid or giant that you are grappling with an unarmed strike, you can spend 2 power points to deal an extra 2d10 bludgeoning damage and the creature must make a Constitution saving throw. On a failed save, the creature can no longer hold anything with two hands, and it can hold only a single object at a time. This effect is removed if the creature receives magical healing of any sort. After the attack, the grapple ends.

Armbar. When you hit a humanoid or giant that you are grappling with an unarmed strike attack, you can spend 1 power point to restrain the creature. At the start of each of your turns, you can use your bonus action to maintain this hold. While maintaining the hold, the creature automatically takes damage as if hit by one of your unarmed strikes at the start of each of its turns. A creature can free itself with a successful Escape check.

Backbreaker. (Prerequisite: 3rd Level and Strength 13 or higher). When you hit a creature that you are grappling with an unarmed strike attack, you can spend 4 power points to deal an extra 3d10 bludgeoning damage and the creature falls prone. Also, the creature must make a Constitution saving throw. On a failed save, the creature is paralyzed for 1 minute. After this attack, the grapple ends.

Body Slam. (Prerequisite: 3rd Level and Strength 13 or higher). When you hit a creature that you are grappling with an unarmed strike, you can spend 3 power points. You deal 2d10 extra damage and knock the creature prone. After the attack, the grapple ends.

Chest Slap. When you hit a creature with an unarmed strike attack, you can spend 1 power point to deal maximum damage with your unarmed strike. In addition, you have advantage on attacks against that creature until the end of your next turn.

Counterattack. When a creature within 5 feet of you hits you with a melee attack, you can spend 1 power point to use your reaction to make an unarmed strike against that creature.

Clothesline. If you move at least 10 feet straight toward a target and then hit it with an unarmed strike on the same turn, you can spend 1 power point to deal an extra 2d10 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Crossbody. (Prerequisite: 3rd Level and Dexterity 13 or higher). When you take the Attack action, instead of making your normal attacks, you can spend 3 power points to force a creature within 5 feet of you to make a Dexterity saving throw. On a failed save, the creature takes 4d10 bludgeoning damage plus 1d6 damage for every 10 feet you move before you perform the move, and both you and the target fall prone in your respective spaces. On a successful save, the creature takes half damage and does not fall prone, however, you still fall prone in your space.

DDT. When you hit a creature that you are grappling with an unarmed strike attack, you can spend 2 power points to deal an extra 2d10 bludgeoning damage and you and the creature fall prone in your respective spaces and the grapple ends. In addition, the creature must make a Constitution saving throw or become stunned until the end of its next turn.

Dropkick. When you hit a creature that you can see with an unarmed strike, you can spend 2 power points to deal an extra 3d10 bludgeoning damage. In addition, the creature must succeed on a Strength saving throw or be pushed back 5 feet. After this attack, you fall prone in your space.

Elbow Drop. As a bonus action, you can spend 1 power point to make an unarmed strike against a creature that is prone. If the attack hits, you deal an extra 2d10 bludgeoning damage and fall prone in your space.

Eye Rake. When you hit a creature with an unarmed strike, you can spend 1 power point to try to blind the creature. The creature must succeed on a Constitution saving throw or become blinded until the end of its next turn.

Frog Splash(Prerequisite: 3rd Level). When you hit a creature that is prone with an unarmed strike, you can spend 4 power points to deal an extra 7d10 bludgeoning damage to that creature. After the attack, you fall prone in your space.

Headbutt. When you hit a creature with an unarmed strike attack, you can spend 1 power point to force the creature to make a Constitution saving throw. On a failure, the creature takes an extra 2d10 bludgeoning damage and is stunned until the end of its next turn. On a success, both you and the creature take 1d10 bludgeoning damage and the creature is not stunned.

Head Clunk. When you hit a creature with an unarmed strike attack, you can spend 1 power point to cause the same amount of damage to a creature that you can see that is standing within 5 feet of both you and the target.

Hurricane Fists. (Prerequisite: 3rd Level). When you take the Attack action, instead of making your normal attacks, you can spend 4 power points to make one unarmed strike against every creature of your choice that is within 5 feet of you that you can see.

Lariat. (Prerequisite: Strength 13 or higher). When you hit a creature with an unarmed strike attack, you can spend 1 power point to deal an extra 1d10 bludgeoning damage and the creature must make a Strength saving throw. On a failed save, the creature is knocked prone.

Leg Drop. When you hit a creature that is prone with an unarmed strike, you can spend 3 powers point to deal an extra 5d10 bludgeoning damage to that creature. After the attack, you fall prone in your space.

Gorilla Press. (Prerequisite: Strength 13 or higher). When you hit a creature that you are grappling with an unarmed strike, you can spend 2 power points to lift the creature and throw it into space within 5 feet of you instead of dealing damage. If a thrown target strikes an object, such as a wall or piece of furniture, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown and is knocked prone. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. After the attack, the grapple ends.

Knee Breaker. When you hit a humanoid or giant that you are grappling with an unarmed strike attack, you can spend 2 power points to deal an extra 2d10 bludgeoning damage, and the creature must make a Constitution saving throw. On a failed save, the creature’s speed on foot is halved, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks made to balance. This effect is removed if the creature receives magical healing of any sort. After the attack, the grapple ends.

Knee to the Face. When you hit a creature that you are grappling with an unarmed strike, you can spend 1 power point to deal an extra 1d10 bludgeoning damage. In addition, you have advantage on attacks against that creature until the end of your next turn.

Moonsault. (Prerequisite: 3rd Level and Dexterity 13 or higher). When you take the Attack action, you can spend 3 power points to target one creature that is within 10 feet of you and standing on ground that is at least 10 feet lower than you or that is prone. The target must make a Dexterity saving throw. On a failure, the target takes 4d10 bludgeoning damage plus 1d6 damage for every 10 feet of difference in height between you and the target and the target falls prone if it is not already. On a success, the target takes half damage and does not fall prone and you take 1d6 damage for every 10 feet you fell. After the attack, you fall prone in a space that is within 5 feet of the target.

Power Bomb. (Prerequisite: 3rd Level and Strength 13 or higher). When you hit a creature that you are grappling with an unarmed strike attack, you can spend 4 power points to deal an extra 5d10 bludgeoning damage and knock the creature prone.  After the attack, the grapple ends.

Reversal. When you are grappled by a creature that you can see, you can spend 1 power point to use your reaction to make an unarmed strike attack against that creature. After the attack, the grapple ends.

Sleeper Hold. When you hit a creature that you are grappling with an unarmed strike, instead of dealing damage, you can spend 2 power point to restrain the creature. At the start of each of your turns, you can use your bonus action to maintain the hold. While you maintain the hold, the creature automatically takes damage as if hit by one of your unarmed strikes at the start of each of its turns. In addition, the creature must succeed on a Constitution saving throw or fall unconscious. The sleeper remains unconscious until 1 minute passes, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. A creature can free itself with a successful Escape check.

Showboat. (Prerequisite: 5th level and Charisma 13 or higher). As a bonus action, you can spend 2 power points to force a creature that you can see to make a Wisdom saving throw. On a failure, the creature is frightened by you for 1 minute. While frightened in this way, your attacks deal an extra 1d10 damage to that creature. If the creature succeeds on its saving throw or the effect ends for it, it is immune to your Showboat move for 24 hours.

Suplex. (Prerequisite: 3rd Level and Strength 13 or higher). When you hit a creature that you are grappling with an unarmed strike, you can spend 4 power points to deal an extra 7d10 bludgeoning damage. After the attack, you and the creature fall prone in your respective spaces and the grapple ends.

Taunt. (Prerequisite: Charisma 13 or higher). As an action, you can spend 1 power point to target a creature within 60 feet of you that can see you. That creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Whip. When you hit a creature that you are grappling with an unarmed strike, instead of dealing damage, you can spend 1 power point to force that creature to make a Strength saving throw. On a failure, the grapple ends and the creature is flung 20 feet in a direction of your choosing. If a flung target strikes an object, such as a wall or piece of furniture, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown and is knocked prone. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target isn’t flung away.

Lucha Styles

Your chosen lucha style is a reflection of your focus–typically, strength, speed, or skill.

Powerhouse

Luchadores that rely on brute force and strength are called powerhouses. As a powerhouse, you use your fists to do most of the talking. Your slams are epic and a kick delivered by you can devastate.

Brute Strength

Starting at 3rd level, you add double your Strength modifier to your unarmed strike and weapon attacks.

Giant Killer

When you choose this lucha style at 3rd level, you possess the power of giants. You can grapple and shove targets that are up to two size categories larger than you.

Bear Strength

Starting at 6th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Brutal Moves

Beginning at 11th level, you can roll one additional damage die when determining the extra damage for a critical hit with a melee weapon attack.

Immovable

At 17th level, you have advantage on all Strength saving throws.

Technical

The technical luchador is a master of holds and signature moves.

Extra Signature Moves

Starting at 3rd level when you take this lucha style, you learn one extra signature move. You also learn one additional signature move when you reach 6th, 11th, and 17th level.

Smooth Reversal

Beginning when you take this style at 3rd level, whenever you use your reaction to No Sell an attack, you can spend 1 power point to automatically grapple the creature that made the attack as long as the creature is within 5 feet of you and you are aware of it.

Highflyer

Highflying luchadores are the kings and queens of the sky. They have no fear of falling and are often found jumping from death-defying heights to land on and harm their enemies.

Improved Landings

Starting at 3rd level when you take this lucha style, you take no damage if you fall from a height of 10 feet or less, and you take only half damage when you fall from heights greater than 10 feet.

Master of Leaping

At 3rd level, your long jump is equal to twice your Strength score and your high jump is 6 plus your Strength modifier, with or without a running start.

Aerial Attacks

At 6th level, before you make an attack, you can choose to deal an extra die of damage with your unarmed strikes. Regardless if the attack hits or not, you fall prone in your space after the attack.

Leap Up

At 11th level, you only need to spend 5 feet of movement to stand from the prone position.

Always Lands on Feet

Starting at 17th level, you do not fall prone when you use the crossbody, dropkick, or moonsault signature moves. In addition, you do not fall prone when using your Aerial Attacks feature.

 

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