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Sumo Wrestler

Sumo Wrestler (Barbarian)

A beefy grappler whose size and strength is unmatched.
 

Sumo-Baya

Starting at 3rd level when you choose this path, your rage empowers your sumo atrength. While you are raging, you add your Rage bonus to your Strength ability checks and Strength saving throws.
  Some of your sumo abilities in later levels require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
  Sumo Save DC = 8 + your proficiency bonus + your Strength modifier.
 

Yoisho!

At 3rd level when you choose this Archetype, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  The size of creatures that you can grapple increases by one size. When you grapple a creature more than one size larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to it.
  You may use your bonus action to make a Strength (Athletics) check to Grapple or Shove a creature. While you are dragging a grappled creature that is one size larger than you or smaller, your speed isn't reduced.
  In addition, your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Putting Our Heads Together
  At 6th level, when grappling two creatures at once (one in each hand), you may use one of your Attack actions to target one of the two creatures with an unarmed strike.
  If the attack hits, both creatures take damage equal to your unarmed strike as you crash both targets into each other.
  In addition, your unarmed strikes count as magical for the purposes of overcoming resistances and immunities to nonmagical attacks and damage.
 

Tawara Nage

At 10th level, you can use your immense strength to throw your friends and foes. As an Action, you can choose one creature you are grappling and move it to an unoccupied space you can see within 30 feet of yourself. The target takes damage equal to your unarmed strike damage, plus 1d6 bludgeoning damage for every 10 feet it was thrown and is knocked prone. Allies moved take no damage and are not knocked prone.
  If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your Sumo Save DC or take the same damage and be knocked prone.
  If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone. Weight of the World
  At 10th level, you learn to slam your opponents into the ground. As an Action, you can force a creature you have grappled into the ground and knock them prone, ending your grapple. The target takes 4d6 bludgeoning damage plus your Strength and Rage bonuses (if applicable).
  You may choose to fall prone with the creature, applying the Restrained condition to both the target and yourself and maintaining your grapple.
 

Yokozuna

Reaching 14th level, you have become an immovable Sumo champion! You gain the following features:
  When you roll for Initiative, you may choose to stomp the ground at your feet with earth-shaking power. Creatures of your choice within 30 feet of you must make a Strength saving throw or be knocked prone, taking damage equal to your unarmed strikes.
  Targets that are grappled by you must succeed on a Strength saving throw against your Sumo Save DC in addition to a Strength (Athletics) or Dexterity (Acrobatics) to escape your grapples.
  You have advantage on saving throws against being knocked prone.

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