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The bell rings and the masked grappler sprints to wards their opponent slamming their arm into their opponent’s chest. A thunderous cheer erupts from the crowd as the opponent is knocked off their feet from the blow. Seizing the oppor tunity, the warrior leaps into the air to crash their elbow into their opponent’s chest.
A scream echoes through an alley as a young half-elven woman is cornered at knifepoint by a towering brigand. Following the screams, a masked warrior rushes through the alley and swiftly hooks the arm of the brigand to disarm them. Knocked off balance by the momentum and shock, the brigand is lifted into the air and suddenly slammed into the ground. The brigand picks themselves off the ground and runs off.
QUICK BUILD
You can make a luchador quickly by following these suggestions. First, make Strength your highest ability score followed by Constitution. Second, choose the Folk Hero background.
HIT POINTS
Hit Dice: 1d10 per luchador level
Hit Points at 1st Level: 10 + your Constitution modifier
FORGED IDENTITY
Both unarmed combatants are Luchadors, masked warriors who are masters of the grappling martial art style called Lucha Libre, which blends showmanship and athletic maneuvers to defeat their enemies.
A luchador’s actions build their legend. They are equally celebrated and feared. The mask is more than just a symbol for a luchador. It embodies their true self. When a luchador dons their mask they shed the identity of their former life. Whether they take on the mantle of a former luchador or manifest their own, building the myth surrounding their identity propels them into action, trying to accomplish feats that no one else dared to.
CREATING A LUCHADOR
When creating a luchador character, think about the persona they take on when they put on the mask. When donning the mask are they taking on a new personality or are they revealing their true self? The identity you take on becomes a symbol and takes on a life of its own. Consider what your persona symbolizes. Does it inspire hope or fear in the common people?
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per luchador level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons, improvised weapons
Tools: Disguise kit
Saving Throws: Strength, Constitution
Skills: Choose two from, Athletics, Acrobatics, History, Deception, Intimidation, Performance, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) an entertainer’s pack or (b) an explorer’s pack
• A mask and a disguise kit
Alternatively, you may start with 3d4 × 10 gp to buy your own equipment.
MULTICLASSING
Ability Score Minimum: Strength 13, Charisma 13
If luchador isn't your initial class, you gain the following proficiencies when you take your first level as a luchador: improvised weapons.
Level PB Signature Moves Known Features
1st +2 4 Lucha Libre, Técnico
2nd +2 4 Duro, Fuerte
3rd +2 4 Persona, Smack Talk
4th +2 4
Ability Score Increase
5th +3 4 Extra Attack, Reversal
6th +3 6 Persona Feature, Fuerza
7th +3 6 Aguasi, Rapido
8th +3 6
Ability Score Increase
9th +4 6 High Flier
10th +4 8 Fuerte Improvement, Rapido Improvement
11th +4 8 Persona Feature
12th +4 8 Ability Score Increase
13th +5 8 Si Se Puede
14th +5 10 Valiente
15th +5 10 Persona Feature, Rapido Improvement
16th +5 10 Ability Score Increase
17th +6 10 Fuerte Improvement
18th +6 12 Finishing Move
19th +6 12 Ability Score Increase
20th +6 12 King of the Ring
CLASS FEATURES
As a luchador, you gain the following class features, which are summarized in the Luchador table.
LUCHA LIBRE
1st-Level Luchador Feature
Your training, and showmanship give you mastery over unarmed combat and improvised weapons. You gain the following benefits while you aren’t wearing armor or wielding a shield:
• You can roll a d6 in place of the normal damage of your unarmed strike or improvised weapon if the attack’s damage die is lower.
• When you successfully grapple a hostile creature on your turn, you can make an attack with an unarmed strike or improvised weapon as a bonus action.
• Your AC equals 10 + your Strength modifier + your Charisma modifier.
TÉCNICO
1st-Level Luchador Feature
You generate electrifying energy through your combat performance, building momentum to perform impressive unarmed maneuvers to beat your opponents into submission. When you roll for initiative, and each time you hit a creature with an attack or win a contested Strength (Athletics) check, you gain a Lucha die, a d6. You use these dice to perform your Signature Moves. You lose any unexpended lucha dice if you become incapacitated or if your turn ends and you didn't take the Attack action during the turn.
Signature Moves. You learn four signature moves of your choice. You learn additional Signature Moves of your choice when you reach certain levels in this class, as shown in the Signature Moves Known column of the Luchador table. Whenever you gain a level in this class, you can replace one signature move you know with a different one.
Saving Throws. Some of your Signature Moves require your target to make a saving throw to resist the Signature Move’s effects. The saving throw DC is calculated as follows:
Signature Move Save DC = 8 + your proficiency bonus + your Strength modifier
DURO
2nd-Level Luchador Feature
When an attacker you can see hits you with a melee attack, you can use your reaction to expend one lucha die and reduce the damage of the attack by the result of your lucha die + half your luchador level rounded down. You cannot be wearing armor or wielding a shield to use this reaction.
FUERTE
2nd-Level Luchador Feature
Starting at 2nd level, while you are not wearing armor and not wielding a shield, you count as Large for the purposes of grappling and shoving. The size you are considered increases when you reach certain luchador levels. You have advantage on Strength checks against any creature that is smaller than you.
At 10th level, you count as Huge for the purposes of grappling and shoving. Unless you are grappling two or more creatures, dragging or carrying a creature you are grappling doesn’t impede your speed.
At 17th level, you count as Gargantuan for the purposes of grappling and shoving. When you make a Strength check or Strength saving throw, you can treat a d20 roll of 9 or lower as a 10.
PERSONA
3rd-Level Luchador Feature
When you reach 3rd level, you take on a mask that unlocks a hidden power, fueling your Persona. The mask you choose grants you features at 3rd level, and again at 6th, 11th, and 15th level.
SMACK TALK
3rd-Level Luchador Feature
As a bonus action on your turn, you can launch a verbal assault on a creature within 30 feet of you that can see and hear you. The creature must succeed on a Wisdom saving throw against your Signature Move Save DC or be goaded to attack you. Until the start of your next turn, it has disadvantage on attack rolls against creatures other than you. This taunt ends early if the compelled creature cannot see you, or if either you or the compelled creature die. If you hit the creature with a melee attack before using this bonus action on the same turn, the creature has disadvantage on the saving throw.
EXTRA ATTACK
5th-Level Luchador Feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
REVERSAL
5th-Level Luchador Feature
Whenever you win a contest or succeed on an ability check or saving throw against being grappled or shoved by a creature, you can use your reaction to try to grapple or shove it.
FUERZA
6th-Level Luchador Feature
Your unarmed strikes and damage dealt with improvised weapons count as magical for the purpose of overcoming resistance and immunity.
AGUAS!
7th-Level Luchador Feature
You have advantage on Dexterity saving throws against effects that you can see and hear, such as traps and spells. To gain this benefit you can’t be incapacitated.
RAPIDO
7th-Level Luchador Feature
The thrill of combat excites you, propelling you to jump right into the fray. You can add your Charisma modifier to your initiative. When you roll initiative, you start with two lucha dice instead of one. You gain an additional lucha die this way at 10th level and one more at 15th level.
HIGH FLIER
9th-Level Luchador Feature
You are adept at attacking from great heights. If you jump before successfully attacking, grappling, or shoving a creature, you take no falling damage from the jump, and the attack deals an extra 1d6 bludgeoning damage for every 5 feet you fell before making the attack. Standing up from prone only costs you 5 feet of movement.
SI SE PUEDE
13th-Level Luchador Feature
You can use your momentum to keep you in the midst of the fight. If you drop to 0 hit points while you have a lucha die and don't die outright, you can spend all of your lucha dice to drop to 1 hit point instead.
Once you use this feature, you can't do so again until you finish a short or long rest.
VALIENTE
14th-Level Luchador Feature
Your bold actions have made you fearless in the face of danger. You have advantage on saving throws to end or avoid being charmed and frightened.
FINISHING MOVE
18th-Level Luchador Feature
Choose two Signature Moves you know, which become your finishing moves. When performing one of these Signature Moves, when you roll for lucha dice damage, you can deal maximum damage instead of rolling. When you do so, you can’t do so again until you finish a short or long rest.
KING OF THE RING
20th-Level Luchador Feature
Your prowess is unmatched. When you roll for initiative, you begin with five lucha dice. You gain lucha die whenever you attempt to attack, grapple, or shove a creature.
SIGNATURE MOVES
ARM BAR
Requirement: 4 Lucha Dice
When you successfully grapple a prone creature, you can expend 4 lucha dice. to tighten your grip on the creature's arms. Doing so deals damage equal to a roll of 4 lucha dice + your Strength modifier and the grappled creature becomes restrained while you grapple it.
While you have a target restrained this way, you are unable to use your arms for any action other than maintaining this grapple. At the start of each of your turns, you can expend 1 lucha die and deal bludgeoning damage to the grappled creature equal to a roll of your lucha die + your Strength modifier.
The creature is no longer restrained when you use your action to do anything else or the creature uses an action to make a Strength saving throw against your Signature Moves DC.
BEAR HUG
Requirement: 3 Lucha Dice
As an action, you expend 3 lucha dice and tighten your grip around the body of a creature you are grappling. The target must succeed on a Constitution Saving throw against your Signature Move DC or they take damage equal to 3d6 + your Strength modifier, are released from the grapple, and knocked prone. On its next turn, it can only take an action or bonus action.
On a success, the creature only takes half damage and is released from the grapple.
BODY SPLASH
Requirement: 2 Lucha Die
If you jump before attacking a creature with an unarmed strike, you can expend 2 lucha dice. If the attack is successful add the lucha dice to the attack’s damage roll. If the creature is standing, it must succeed a strength saving throw or be knocked prone.
If the attack misses you take damage equal to the roll of the lucha dice. Whether you hit or miss with the attack, you are knocked prone.
CHOKE SLAM
Requirement: 3 Lucha Die
When you successfully shove a standing creature prone, you grip its throat in your palm to lift them in the air, immediately slamming them to the ground. You expend 3 lucha dice and the creature takes bludgeoning damage equal to the roll of the 3 lucha dice + your Strength modifier. The creature is prone and cannot speak until the end of your next turn.
CLOTHESLINE
Requirement: 2 Lucha Dice
If you move at least 10 feet straight toward a creature, and then make an attack with an unarmed strike on the same turn, you can expend 2 lucha dice. If the attack hits, add the lucha dice to the attack’s damage roll and the creature must make a Strength saving throw against your Signature Move DC. If they fail they are knocked prone.
DDT
Requirement: 3 Lucha Die
When you successfully shove a standing creature prone, you grip its head between your arm and body and drive them head first into the ground. You expend 3 lucha dice and the creature takes bludgeoning damage equal to the roll of the 3 lucha dice + your strength modifier. The creature is prone and has disadvantage on Constitution checks until the start of your next turn. You are also prone.
DROPKICK
Requirement: 3 Lucha Dice
When you attack a standing creature with an unarmed strike, you can expend 3 lucha dice. If the attack was successful add the lucha dice to the attack’s damage roll and the creature is knocked prone. No matter if the attack hits or misses you become prone.
ELBOW DROP
Requirement: 2 Lucha Dice
When you successfully attack a creature that is prone with an unarmed strike, you can expend 2 lucha dice. Add the lucha dice to the attack’s damage roll and the creature can’t speak until the start of its next turn.
EYE POKE
Requirement: 3 Lucha Die, Maskless Subclass
When you attack a standing creature with an unarmed strike, you can expend 3 lucha dice. If the attack was successful add the lucha dice to the attack’s damage roll and the creature is blinded until the start of your next turn.
FULL NELSON
Requirement: 4 Lucha Dice
When you successfully grapple a creature, you can expend 4 lucha dice to move behind them to hinder the use of their arms. Doing so deals damage equal to a roll of 4 lucha dice + your Strength modifier and the grappled creature becomes restrained while you grapple it. The creature drops all objects they are holding in its hands and is unable to use its hands while grappled this way.
At the start of each of your turns, you can expend 1 lucha die and deal bludgeoning damage to the grappled creature equal to a roll of your lucha die + your Strength modifier.
The creature is no longer restrained when you use your action to do anything else or the creature uses an action to make a Strength saving throw against your Signature Moves DC.
HURRICANRANA
Requirement: 3 Lucha Dice
When you attempt to grapple a creature you may expend 3 lucha dice as you frontflip onto them attempting to take them down using your legs. If the grapple is successful, the target creature takes bludgeoning damage equal to 3 lucha dice + your Charisma modifier, is moved 5 ft in an unoccupied square adjacent to you, and is knocked prone. If the grapple fails, instead you are knocked prone and take damage equal to 3 lucha dice + your Charisma modifier.
LARIAT
Requirement: 3 Lucha Dice
If you move at least 20 feet straight toward a creature that you can grapple or shove, and then make an attack with an unarmed strike on the same turn, you can expend 3 lucha dice. If the attack hits, If the attack hits, add the lucha dice to the attack’s damage roll and the creature must make a Constitution saving throw against your Signature Move DC. If they fail they are knocked prone and stunned until the start of your next turn.
LEG DROP
Requirement: 2 Lucha Dice
When you successfully attack a creature that is prone with an unarmed strike, you can expend 2 lucha dice and If the attack hits, add the lucha dice to the attack’s damage roll. The next attack roll made by the target has disadvantage until the start of your next turn.
LEG LOCK
Requirement: 4 Lucha Dice
When you successfully grapple a prone creature, you can expend 4 lucha dice to tighten your grip on a creature you have grappled with your legs. Doing so deals damage equal to a roll of 4 lucha die + your Strength modifier and the grappled creature becomes restrained while you grapple it. While you have a creature restrained in this way, your movement speed becomes 0.
At the start of each of your turns, you can expend 1 lucha die and deal bludgeoning damage to the grappled creature equal to a roll of your lucha die + your Strength modifier.
The creature is no longer restrained when you use your action to do anything else or the creature uses an action to make a Strength saving throw against your Signature Moves DC.
LOW BLOW
Requirement: 3 Lucha Die, Maskless Subclass
When you attack a standing creature with an unarmed strike, you can expend 3 lucha dice. If the attack was successful add the lucha dice to the attack’s damage roll and the creature’s movement is reduced to zero and the next attack made against the creature has advantage until the start of your next turn.
MOONSAULT
Requirement: 4 Lucha Die
If you jump before attacking a creature with an unarmed strike, you can expend 4 lucha dice, and if the attack hits, add the lucha dice to the attack’s damage roll and the creature’s movement speed is halved until the start of your next turn. The creature is knocked prone if they are standing. If the attack misses you take damage equal to the roll of the lucha dice. Whether you hit or miss the attack, you are knocked prone.
PLANCHA
Requirement: 3 Lucha Dice
You throw your body with immense force at your opponents attempting to knock them down. If you move at least 10 feet straight towards a standing creature and then make an attack with an unarmed strike on the same turn, you can expend 3 lucha dice. If the attack hits, add the 3 lucha dice to the attack’s damage. The creature is knocked prone. You are also prone. If there is a creature standing 5 feet adjacent to the target and the attack would also hit them, they take damage equal to the result of the lucha dice and are also knocked prone.
If the attack misses, instead you are prone and take bludgeoning damage equal to the results of the 3 lucha dice.
POWERBOMB
Requirement: 4 Lucha Die
When you successfully shove a creature that you are grappling, you lift its body into the air to immediately slam it into the ground. You expend 4 lucha dice and the creature takes bludgeoning damage equal to the roll of the 4 lucha dice + your Strength modifier. The creature is prone and can’t take reactions until the end of your next turn.
SENTON
Requirement: 3 Lucha Die
If you jump before attacking a creature with an unarmed strike, you can expend 3 lucha dice, and if the attack hits, add the lucha dice to the attack’s damage roll and you don’t provoke opportunity attacks from that creature for the rest of the turn. if the creature is standing, it must make a strength saving throw and if they fail they are knocked prone. If the attack misses you are knocked prone and take damage equal to the roll of the lucha dice.
SLEEPER HOLD
Requirement: 4 Lucha Dice
When you make a successful unarmed strike against a creature you are grappling, you can expend 4 lucha dice. to tighten your grip to strangle them. Doing so deals damage equal to a roll of 4 lucha die + your Strength modifier and the grappled creature becomes restrained while you grapple it. While you have a target restrained this way, you are unable to use your arms for any action other than maintaining this grapple. At the start of the creature’s turn, they must make a Constitution Saving Throw. If the target fails two of these saves, they are stunned until the start of your next turn. The creature is no longer restrained when you use your action to do anything else or the creature uses an action to make a Strength saving throw against your Signature Moves DC.
SUPLEX
Requirement: 3 Lucha Die
When you shove a creature you are grappling you attempt to slam and toss them over your head. You expend a use of your Signature Moves and the creature takes bludgeoning damage equal 3d6 + your Strength modifier and is knocked prone in an unoccupied space 5ft next to you.
WHIP
Requirement: 3 Lucha Dice
When you successfully shove a creature away from you, you can expend 3 lucha dice. to move the creature into an unoccupied space 15 feet away from you. If the creature lands in a space within 5 feet of an ally, that ally can use its reaction to make a melee weapon attack against the whipped creature. The creature stops this forced movement early if it impacts a solid surface or runs into another creature. If stopped in this way they take damage equal to the result of 3 lucha die + your Strength modifier. If the creature was stopped by another creature, both of them take damage equal to the result of 3 lucha die + your Strength modifier.
PERSONAS
This section contains the persona options you can choose from at 3rd level.
MASK OF THE GLORY SEEKER
Luchadors who seek fame don the Mask of the Glory Seeker. Their magnetic performance stirs the hearts of the people. They attempt the mightiest deeds to build a timeless legend.
SHOWSTOPPER
3rd-Level Mask of the Glory Seeker Feature
You have proficiency in the Persuasion skill. When you make an ability check using Cha risma as a display of your physical prowess, you gain a bonus to the check equal to your Strength modifier (minimum 1).
SUPERSTAR
3rd-Level Mask of the Glory Seeker Feature
You learn an additional Signature Move of your choice, which doesn’t count against your number of luchador signature moves. The first Signature Move you perform on your turn costs one less lucha die to perform.
NO SELL
6th-Level Mask of the Glory Seeker Feature
Whenever you use your Duro feature, you can roll the d6 twice and choose which of the two results to use.
STAR POWER
11th-Level Mask of the Glory Seeker Feature
You learn an additional Signature Move of your choice, which doesn’t count against your number of luchador signature moves. On your turn, when you score a critical hit with an unarmed strike, or reduce a creature to 0 hit points, you gain a lucha die.
PINFALL
15th-Level Mask of the Glory Seeker Feature
When you successfully grapple a prone creature, you can expend 5 lucha die and they make a constitution saving throw against your Signature Move DC. On a failed save the creature takes bludgeoning damage equal to 5d6 + your Strength modifier and is stunned until the start of your next turn. If the creature is below half its hit points and fails the save, instead they drop to 0 hit points. On a successful save, the creature takes half as much damage and isn’t stunned.
MASK OF TOOTH AND CLAW
Luchadors who wear the Mask of Tooth and Claw are imbued with the heart of the wild. They become empowered by the animal spirits taking on bestial qualities to overwhelm their opponents with feral aggression.
PREDATOR’S INSTINCTS
3rd-Level Mask of Tooth and Claw Feature
With your mask imbued with the spirits of the wild, giving you the senses of a hunter. You have proficiency in the Perception skill.
Whenever you make a Wisdom (Perception) check relying on sight or smell, you gain a bonus to the check equal to your Charisma modifier (minimum of 1).
FERAL ASSAULT
3rd-Level Mask of Tooth and Claw Feature
Your attacks are empowered by bestial fury. You learn one of the following signature moves of your choice: body splash, plancha, or senton. It doesn’t count against your number of luchador signature moves known.
You can deal either bludgeoning or slashing damage with your unarmed strikes (your choose when you make the attack). When you successfully knock a creature prone, you can make an additional unarmed strike attack as a bonus action.
BESTIAL SWIFTNESS
6th-Level Mask of Tooth and Claw Feature
When you roll initiative, you can move up to half your speed without provoking opportunity attacks. When you use the Duro feature, you can make an unarmed strike as part of that reaction.
HUNTER’S AMBUSH
11th-Level Mask of Tooth and Claw Feature
At the start of your first turn of each combat, if you perform the body splash, plancha, or senton signature moves, the creature has disadvantage on any saving throws it makes against the signature move that turn.
WILD STAMPEDE
15th-Level Mask of Tooth and Claw Feature
If you move at least 10 feet straight towards a creature, and then make an attack with an unarmed strike on the same turn, you may expend 5 lucha dice and the target and creatures behind it in a 30 ft long and 10 ft wide line must make a Strength or Dexterity saving throw. On a failed save you unleash a stampede of animal spirits knocking them prone dealing force damage equal to 5d6 + your Charisma modifier. On a successful save, the creature takes half as much damage and is not knocked prone.
MASK OF THE FEATHERED SERPENT
For some luchadors, they pattern their mask to pay tribute to the celestial feathered serpent to receive its blessing to empower their high-flying dare devilish maneuvers with elemental air.
SKYDIVE
3rd-Level Mask of the Feathered Serpent Feature
If you jump before performing a signature move you may reduce the lucha die spent to perform your next signature for every 10 feet you fell. You can only use this feature once per turn.
UPDRAFT
3rd-Level Mask of the Feathered Serpent Feature
As a bonus action, a creature that you can see within 30 feet of you must make a Strength saving throw against your Signature Move DC (they can choose to fail), or are pushed 10 ft in a direction of your choice.
WINDSTRIDE
3rd-Level Mask of the Feathered Serpent Feature
You can add your proficiency bonus to your jump distance and you do not need to move 10 feet to perform a high or long jump.
ZEPHYR SHIELD
6th-Level Mask of the Feathered Serpent Feature
When you or another creature you can see within 30 feet of you is hit by a ranged attack roll, you can use your Duro feature to send a blast of sudden wind at the missile.
HEADWIND
11th-Level Mask of the Feathered Serpent Feature
The distance you can launch a creature with Updraft increases by 10 feet.
TORMENTA
15th-Level Mask of the Feathered Serpent Feature
In a display of athletic prowess, when you successfully grapple a creature, you can expend 5 lucha dice and maneuver your body around them creating a whirlwind briefly lifting both of you 10 feet into the air. You hurl the creature down to an unoccupied space below you. Each creature in a 5-foot cube originating from the thrown creature must make a Constitution saving throw against your Signature Move DC. On a failed save, a creature takes damage equal to 5 lucha dice and is pushed back and knocked prone 10 feet away from the creature. On a successful save, the creature takes half as much damage and isn’t pushed.
MASK OF THE GRAVE TITAN
There are Luchadors who seek to shed their mortality to become an eternal champion. Those that do wear the Mask of the Grave Titan use their titanic strength to desecrate the land to reap the souls of their opponents.
GRIM CHALLENGE
3rd-Level Mask of the Grave Titan Feature
At 3rd level, your deathly presence instills fear into those around you. You gain proficiency with the Intimidation skill. You can target a number of hostile creatures equal to your Charisma modifier (minimum of 1) with your Smack Talk feature that are standing on desecrated ground.
GRAVE IMPACT
3rd-Level Mask of the Grave Titan Feature
When you reach 3rd level, You learn one of the following signature moves of your choice: clothesline, choke slam, or powerbomb. The signature move, which doesn’t count against your number of luchador signature moves known. When you knock a creature prone you desecrate the ground with necromantic energies in a 10-foot radius centered on the creature. The desecrated ground is difficult terrain for creatures hostile to you. The desecrated ground lasts for 1 minute or until you use this feature again. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
RELENTLESS DEAD
6th-Level Mask of the Grave Titan Feature
Starting at 6th level, you don’t need to eat, drink, or breathe and have resistance to Necrotic damage. When you use the duro feature while standing in the desecrated ground, the attacking creature must succeed on a Constitution saving throw or take necrotic damage equal to the result of the lucha die and all the damage they deal becomes necrotic until the start of your next turn.
UNHALLOWED GROUND
11th-Level Mask of the Grave Titan Feature
The range of your desecrated ground increases to 20 feet. When a hostile creature starts its turn in the desecrated ground it must succeed on a Charisma saving throw against your signature move DC or they are unable to use its movement speed for flying, climbing, or jumping until the start of its next turn.
CRACK OF DOOM
15th-Level Mask of the Grave Titan Feature
When you successfully shove a creature prone, you can expend 5 lucha dice to banish them to the realms of the dead. The creature disappears and returns at the end of your next turn to the space it previously occupied, or the nearest unoccupied space prone. The target takes cold or necrotic damage (your choice) equal to 5d6 + your Strength modifier.
GOING MASKLESS
A Luchador who loses their mask no longer becomes a symbol of the people. Instead, they chose to pursue their selfish ambitions or act in cowardice, running away from a fair fight. Provided here are options to take if a character has abandoned or lost their mask to follow their selfish desires.
HOW TO LOSE YOUR MASK
There are several events that occur in the game that a luchador player can experience that could cause their character to walk a dark path. In Lucha Libre, luchadors traditionally lose their mask when they are changing to a new gimmick or they are retiring from the ring. Commonly this results in luchadors competing in luchas de apuestas (matches with wagers), where the loser is unmasked.
An adventuring Luchador has turned the world into a wrestling ring and can lose their mask for various reasons. Consult the following table for an event that could cause a luchador’s downfall:
d6 Reason
1 You use underhanded tactics against an enemy to secure a win and were caught, tarnishing your once honorable reputation.
2 A wave of fear had overtaken you, causing you to run away from a fight.
3 Your legend is built on lies as it’s been revealed that your matches have been fixed.
4 While paired with a long-time friend, you turn against them for selfish gain.
5 You have been deemed by your elders to not be worthy due to your actions dishonoring the legacy.
6 You lost in a publicized mask for mask match against your rival.
ROLEPLAYING A MASKLESS LUCHADOR
The events in your game that lead to your character losing or giving up their mask should have ramifications on your character’s attitude and public perception. Is your character now a coward? Are they choosing only to take on challenges where they have the upper hand and avoiding altercations where they are at a disadvantage? After losing their make do they take a ruthless approach, willing to do whatever it takes to win back their former glory by any means necessary? Do they appear dour during downtime choosing to hide away from the public that once adored them?
MASKLESS
The following subclass features replace your former subclass if a Luchador has become maskless:
RUDO
3rd-Level Maskless Feature
You capitalize on an opponent’s dire circumstances to the ire of the crowd around you. You learn the eye poke and low blow signature moves. They don’t count against your number of luchador signature moves known. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can make an additional unarmed strike against that target, as part of the same action. If the attack hits, melee attacks made against you have advantage until the start of your next turn. You can do so no more than once per turn.
GAIN HEAT
3rd-Level Maskless Feature
The boos from the crowd fuel your martial prowess. You gain a lucha die when a hostile creature hits you with a melee attack that has advantage.
TALKING TRASH
3rd-Level Maskless Feature
You have proficiency in the Deception skill. Creatures affected by your Smack Talk feature have disadvantage on Insight checks until the start of your next turn.
BACKLASH
6th-Level Maskless Feature
When you use Duro against an attack made with advantage, as a part of that reaction, you can expend an additional lucha die to deal psychic damage equal to 1d6+ your Charisma modifier to the attacker.
RULEBREAKER
11th-Level Maskless Feature
When you use your Rudo feature to make an additional unarmed strike, you can instead grapple or shove the target.
PILEDRIVER
15th-Level Maskless Feature
When you successfully shove a grappled creature prone, you can expend 5 lucha die as you drive their head into the ground. The creature makes a Constitution saving throw against your Signature Move DC. On a failed save the creature takes bludgeoning damage equal to 5d6 + your Strength modifier and is incapacitated and prone until the start of your next turn. If the creature is below half its hit points and fails the save, instead they drop to 0 hit points. On a successful save, the creature takes half as much damage and isn’t incapacitated but is knocked prone.
REGAINING A MASK
A luchador has the option of obtaining a mask either by redeeming themselves and regaining their former persona, or completing a heroic task and adopting a new persona. Going Maskless offers players a route to change their original subclass without breaking the narrative in your games or providing consequences for luchador characters who partake in actions that go against their public image. Here are some ideas for each luchador subclass that a DM could implement to have a luchador player obtain a mask after falling from grace:
• For those looking to obtain the Mask of the Gloryseeker they must accomplish herculean tasks to redeem themselves in the eyes of the people.
• If a luchador seeks to don the Mask of Tooth and Claw, they could take a spiritual journey and commune with the wilds to find themselves.
• A Luchador who completes the challenge of the Feathered Serpent God could become worthy of its blessing and receive the Mask of the Feathered Serpent
• Those who seek the Mask of the Grave Titan must uncover the tomb of a luchador legend to challenge and defeat their spirit and put it to rest.
LUCHADORS THROUGHOUT THE MULTIVERSE
Heroic Luchadors come from all corners of the multiverse. Here are some suggestions on where you could place the class in some of the official 5th edition settings!
FORGOTTEN REALMS
In the Forgotten Realms, Luchadors can hail from the lands of Maztica. Their masks are infused with magic by Plumaweavers to honor the Maztican Pantheon. Luchadors taking on the power of the wind goddess Eha or wanting to honor the feathered dragon Qotal can wear the Mask of the Feathered Serpent.
For those wanting to channel the spirits of the wild animals of Maztica, they can honor the goddess Nula and dawn the Mask of Tooth and Claw.
EBERRON
Eberron features several peoples and nations where a Luchador could build their legend after the Last War.
In the back streets of Sharn, former soldiers, hired goons, or folks trying to make some quick coin compete in secret fight clubs. A Mask of the Glory Seeker Luchador could make their claim to fame in these underground fight rings. Talenta Halflings could be Luchadors that take on aspects of their revered companions, the dinosaurs. Those that want to soar the skies like pterodactyls can don the Mask of the Feathered Serpent while those that want to channel the might of the other primeval titans can wear the Mask of Tooth and Claw.
RAVNICA
The Guilds of Ravnica can find Luchadors among their members. Those looking trying to prove their might and hand out fiery justice can find themselves donning the Mask of the Glory Seeker as an officer of the Boros Legion. One could become a necromantic empowered champion of the Golgari Swarm to protect the downtrodden and forgotten by wearing the Mask of the Grave Titan.
In the Rubblebelt, Luchadors take on aspects of the wild to protect what is left of the natural world on the plane wearing the Mask of Tooth and Claw as a member of the Gruul Clans. Some in the Gruul channel the power of the Forgotten Ways. A luchador wearing the Mask of the Feathered Serpent could be a Gruul Clan member drawing on the power of Ravnica’s forgotten gods.
THEROS
The masked warriors can be champions of various poleis or gods on the plane of Theros
Proud warriors of the city of Akros always seek to prove their prowess in the Iroan games. A Luchador of the Glory Seeker could be an olympian who has won the games and has become Iroas, the God of Victory’s champion.
A luchador that dons the Mask of the Grave Titan could be one of The Returned, one of the lucky few who have been able to escape the Underworld. You have become a champion among the escapees, taking on those that dare to take you back to the land of the dead.
Luchadors wearing the Mask of Tooth and Claw protect the Setessan Woods from those that would pillage the land. Nylea blesses those that defend her realm with bestial might.
STRIXHAVEN
Despite Strixhaven’s magical nature, the luchador can attend the school and prove their might.
Silverquill students can become a luchador wearing the Mask of the Glory Seeker, looking to duel their peers, garner fame, and become a true leader.
Mask of the Grave Titan Luchadors can attend Witherbloom College and take the school motto to heart. They “get their hands dirty” and wield the forces of death to defend the ecosystem from harmful forces.
RADIANT CITADEL
Luchadors can be found in the Radiant Citadel hailing from the land of San Citlan. Many luchadores wear the Mask of the Glory Seeker attempting to be renowned in the city of San Citlan and throughout the realms connected to the Radiant Citadel.
Many create masks fashioned after the Olvidados, undead spirits that live among the living in San Citlan. Those that do become powered by the spirits of the dead, wearing the Mask of the Grave Titan.
Others channel the power of various animals found in any of the realms connected to the Radiant Citadel, becoming a luchador wearing the Mask of Tooth and Claw.
Some in San Citlan don the Mask of the Feathered Serpent to pay respect to the culture and ancestors of San Citlan’s past and draw upon the power of ancient gods.
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discharged on account of disability, and is now an inmate of the Disabled Soldier’s Home, at Dayton, Ohio. From his letters to me he seems the same jolly, good natured hero as of old. I hope to see him before many months, for the first time since he shook me by the hand and passed in and out of his tunnel from the Marine Hospital and to freedom.
The two cousins Buck, David and Eli S., I last saw top of some corn in an army wagon I jumped from when I first encountered the 9th Mich. Cavalry. Little thought that would be the last time I should see them. Their command belonged to the Eastern Army in the region of the Potomac, and when communication was opened at Savannah they were sent there on transports. I afterward received letters from both of them, and David’s picture; also his wife’s whom he had just married. David’s picture is reproduced in this book and I must say hardly does him justice as he was a good looking and active fellow. Presume Eli is a farmer if alive, and “Dave” probably preaching.
“Limber Jim,” who was instrumental in putting down the raiders at Andersonville, was until recently a resident of Joliet, Illinois. He died last winter, in 1880, and it is said his health was always poor after his terrible summer of 1864. He was a hero in every sense of the word, and if our government did not
amply repay him for valiant service done while a prisoner of war, then it is at fault.
Sergt. Winn of the 100th Ohio, who befriended me at Savannah, is, I think, a citizen of Cincinnati, Ohio, and a prosperous man. Any way, he was in 1870 or thereabouts. Was an upright man and good fellow.
Every one knows the fate of Capt. Wirtz, our prison commander at Andersonville, who was hung at Washington, D. C., in 1866, for his treatment of us Union prisoners of war. It was a righteous judgment, still I think there are others who deserved hanging fully as much. He was but the willing tool of those higher in command. Those who put him there knew his brutal disposition, and should have suffered the same disposition made of him. Although, I believe at this late day those who were in command and authority over Capt. Wirtz have successfully thrown the blame on his shoulders, it does not excuse them in the least so far as I am concerned. They are just as much to blame that thirteen thousand men died in a few months at that worst place the world has ever seen, as Capt. Wirtz, and should have suffered accordingly. I don’t blame any of them for being rebels if they thought it right, but I do their inhuman treatment of prisoners of war.
Hub Dakin is now a resident of Dansville, Mich., the same village in which lives Wm. B. Rowe. He has been more or less disabled since the war, and I believe is now trying to get a pension from the government for disability contracted while in prison. It is very difficult for ex-prisoners of war to get pensions, owing to the almost impossibility of getting sufficient evidence. The existing pension laws require that an officer of the service shall have knowledge of the origin of disease, or else two comrades who may be enlisted men. At this late day it is impossible to remember with accuracy sufficient to come up to the requirements of the law. There is no doubt that all were more or less disabled, and the mere fact of their having spent the summer in Andersonville, should be evidence enough to procure assistance from the government.
And now a closing chapter in regard to myself. As soon as Savannah was occupied by our troops and communications opened with the North, a furlough was made out by Capt. Johnson, of our company, and signed by Assistant Surgeon Young, and then by Col. Acker. I then took the furlough to Gen. Kilpatrick, which he signed, and also endorsed on the back to the effect that he hoped Gen. Sherman would also sign and send me North. From Gen. Kilpatrick’s head-quarters I went to see Gen. Sherman at
Savannah and was ushered into his presence. The Gen. looked the paper over and then said no men were being sent home now and no furloughs granted for any cause. If I was permanently disabled I could be sent to Northern hospitals, or if I had been an exchanged prisoner of war, could be sent North, but there was no provision made for escaped prisoners of war. Encouraged me with the hope, however, that the war was nearly over and it could not be long before we would all go home. Gave me a paper releasing me from all duty until such time as I saw fit to do duty, and said the first furlough granted should be mine, and he would retain it and send to me as soon as possible. Cannot say that I was very sadly disappointed, as I was having a good time with the company, and regaining my health and getting better every day, with the exception of my leg, which still troubled me. Stayed with the company until Lee surrendered, Lincoln assassinated and all the fighting over and then leaving Chapel Hill, North Carolina, in April, went to my home in Michigan. In a few weeks was followed by the regiment, when we were all mustered out of the service. As had been reported to me at the regiment, I had been regarded as dead, and funeral sermon preached.
It was my sad duty to call upon the relatives of quite a number who died in Andersonville, among
whom were those of Dr. Lewis, John McGuire and Jimmy Devers. The relics which had been entrusted to my keeping were all lost with two exceptions, and through no fault of mine. At the time of my severe sickness when first taken to Savannah, and when I was helpless as a child, the things drifted away from me some way, and were lost. But for the fact that Battese had two of my diary books and Sergt. Winn the other, they also would have been lost.
I hope that this Diary may prove successful in its mission of truly portraying the scenes at Andersonville and elsewhere during the time of my imprisonment, and if so, the object of its author shall have been accomplished.
Yours Very Respectfully,
JOHN L. RANSOM,
Late 1st
Sergt.
Co. A, 9th Mich. Cav.
[From a photograph taken three months after escape.]
John L. Ransom.
MICHAEL HOARE’S ESCAPE
N S ’ H . }
D , Ohio, May 5th, 1881. }
Comrade John L. Ransom, D F :— * * * * The night I left the stockade, going within twelve feet of a guard, I went down to the city. Had never been there before and did not know where to go, but wandered about the streets, dressed in an old suit of rebel clothes, until 12 o’clock that night. It was Oct. 18th, 1864, and I had been captured March 5th, in Col. Dahlgreen’s raid, the object of which was to release the officers confined in Libby prison and the privates confined on Belle Island and Pemberton prisons. * * * * My whole uniform was disposed of * * * and I had to wear dirty rebel rags. They marched us to Stevensville. We remained there but a short time when we were marched about two miles and into the heart of a swamp. We did not know what the matter was but found out that Kilpatrick had turned back to look for
us, the “forlorn hope,” as we were called. If he had been one hour sooner, he would have released us; but fate would have it the other way. From the swamp we were marched to Richmond, surrounded by the mounted mob. They would not let us step out of the ranks even to quench our thirst, and we had to drink the muddy water from the middle of the road. Every little town we came to the rebels would assemble and yell at us, the women the worst. * * * *
When we reached the head-quarters of rebeldom the whole rebel city was out to meet us * * * * and the self-styled rebel ladies were the worst in their vim and foul language. They made a rush for us, but the guard kept them off until we were safely put in the third story of the Pemberton building, where we were searched and stripped of everything we were not already robbed of. * * * * The next morning the Richmond people cried out for Jeff Davis to hang us, saying we were nothing but outlaws and robbers, on an errand of plunder and rapine. The press tried to excite hostility against us, and succeeded, in a measure. We were kept by ourselves and not allowed to mix with the other prisoners. A special guard was kept over us, and we were allowed but two-thirds the small rations issued to the other men. The windows were all out of the room we were in, and a cold March wind blowing and cutting through
our starving, naked bodies. * * * * In July we were going to get hanged in Castle Thunder. We were told the same story every day, and it was getting stale, so we paid no attention to it; but sure enough, we were called out one morning and thought our time had come. They marched us up Casey street toward Castle Thunder, and as we approached it some fairly shivered at their promised doom; but instead of stopping at that celebrated hotel, we were taken across the river and put in cattle cars. Where we were going none knew; but we started and the next day reached Dansville. We were removed from the cars and put into a tobacco warehouse and were kept there until the next morning, when we were put aboard the cars and started south again until we came to the world renowned hell-hole, Andersonville. When we arrived several men were dead in the cars, and the rebels would not let us remove them. The cars were packed like herring boxes, so you may imagine our situation. * * * * From there I was transferred to Savannah, and from the latter place I made my escape, as previously mentioned.
As I have said, I wandered about until 12 o’clock, and was then in a worn out condition. Not knowing where to turn or lay my head, I sat down under a tree to rest myself, and as I sat there, who should come along but a watchman. “Hello!” says he, “what are
you doing here at this hour of the night?” I answered that I was one of the guards guarding the Yankees at the stockade, and that I had been down to Bryan street to see my sister. “All right,” said he, “You fellows have a hard time guarding them d—d Yankees. Why don’t you shoot more of ’em and get ’em out o’ the way?” I passed on until I came to a place with a high board fence. I crawled over and looked around and found a small shed divided by a board partition. In one end they kept a cow and in the other some fodder. I went in where the fodder was and threw myself down and went to sleep, intending to be up before day; but what was my surprise when it proved to be broad daylight before I awoke. I lay there thinking what to do, when I heard the gate of the fence open. I jumped up and looked through a crack in the boards and saw an old man enter with a pail in his hand. Presently he came where I was in the fodder to get some for the cow. As he opened the door he started back with fright, saying, “Who are you and what brings you here?” I saw by his face and voice that he was an Irishman, and I made up my mind to tell him the truth. * * * He told me to remain where I was and he would try and get me something to eat. He went away and presently returned with a tin pan full of sweet potatoes and bacon. * * * * He told me the only way to get away was by the Isle of
Hope, ten miles from the city on the Skidaway shell road. There was a picket post of twelve men right on the road, but I started off, and when I reached the picket put on a bold face and told them I belonged to Maxwell’s battery, stationed at the Isle of Hope, and they let me pass. * * * I passed officers and soldiers on the road, but they never took any notice of me further than to return my kindly greeting. I finally reached the outpost on the road, about a mile from freedom. I had known, even before starting, that to pass that post I should have to have a pass signed by the commanding officer at Savannah; but there were swamps on both sides the road, and I thought I could swim in the marsh and flank the post. I took off my jacket and made the attempt, but had to return to the road. * * * * I saw there was no use trying to escape by the Isle of Hope. I could not pass the outpost, and besides, there was great danger that I should be hung as a spy. So I put back to Savannah that night. I had to wade the marsh to get by the post I first passed. I got safely back to my cowshed and laid there till woke up the next morning by my friend Gleason. When I told him where I had been he would hardly believe me. * * * * He brought me something to eat and went away, but returned at night with two other men. Their names were Wall and Skelley and they belonged to the 3d Georgia artillery. They said
they were northern men, but were in Savannah when the war broke out and had to join the rebel army. I told them the history of my adventure by the Isle of Hope and they were astonished. They said the only way was by the river to Fort Pulaski, fourteen miles from Savannah. The question was, where to get a boat. They were known in Savannah and their movements would be watched. They said they knew where there was a boat, but it was a government boat. I said that made it better, and if they would show me where the boat was, I would do the headwork. So they showed me and left me the management. I went when everything was ready, and muffled the oars and oarlocks, with a sentinel within twenty feet of me. The boat lay in the river, near the gas-house and a government store-house, and the river was guarded by gunboats and the floating battery, and paved with torpedoes; but there is what is called “the back river,” which flows into the Savannah above Smith Island. The mouth of this stream was guarded by a picket crew, sent from the battery every night; so when we left we had to lay in a rice sluice, where we ran the boat in about an eighth of a mile, and raised the grass as the boat passed along to conceal our tracks. We heard them searching the next morning, after the boat had been missed, but the search was at last given up. About
this time Skelley began talking about being recaptured, as the shore was picketed all the way. He said there would be nothing done with me, if I was recaptured but to put me back in the stockade, while he and Wall would be shot as deserters. He proposed returning to Savannah at once. * * * * He began to win the other fellow over and I saw the game was up with me. Skelley was the only one of us who was armed and he had a Colt’s revolver. * * * * I told him that his plan was the best and that I didn’t want to be the means of getting him into trouble. I gained his confidence, but the thought of returning to Savannah never entered my head. I watched my chance, and at a favorable opportunity, snatched his pistol. * * * I rose to my feet with the pistol at full cock, pointed it at his breast and told him that one move towards returning to Savannah would end his career by a bullet from his own revolver. He turned all colors, but said nothing. I kept my distance, and at four o’clock in the afternoon told them to get into the boat. I then sat down in the stern and told them to pull out, which they did with a vim. Just as we passed the mouth, we heard the click of oars on the picket boat; but they were too late, and all the danger we had to encounter was the pickets on the shore which we had to hug on account of torpedoes in the channel. I don’t know how we ever passed safely
over the torpedoes and by the pickets, which latter were within forty yards of us all the way along until we reached Pulaski. All that saved us was that the pickets had fires lighted and were looking at them, and our oars and oarlocks being muffled, they did not hear or see us. It was very dark when we struck the mouth of the Savannah, and whereabouts Fort Pulaski lay we knew not; but we kept pulling until halted by a soldier of the 144th N. Y. Infantry, who was guarding the place at that time. We were ordered to pull in, which we did, and were taken up to the commanding officer and questioned. He said it was the most daring escape ever made, up to that time, considering the obstacles we had to encounter. We were kept in the guard house until my statement was confirmed by the war department, when I was released and sent to Washington, where I reported to the Adjutant-General who gave me a furlough and sent me to the hospital. I remained there until spring, when I rejoined my regiment and was mustered out at the close of the war. * * * * *
I remain,
Your true friend,
MICHAEL HOARE.
REBEL TESTIMONY.
We cannot do better than copy into this book a very complete description of Andersonville Prison, by Joseph Jones, Surgeon P. A. C. S., Professor of Medical Chemistry in the Medical College of Georgia, at Augusta, Ga., as given at the Wirtz trial at Washington, D. C., he being a witness for the prosecution:
“Hearing of the unusual mortality among the prisoners confined at Andersonville, in the month of August, 1864, during a visit to Richmond, I expressed to the Surgeon General, S. P. Moore, Confederate States of America, a desire to visit Camp Sumpter, with the design of instituting a series of inquiries upon the nature and causes of the prevailing diseases. Small-pox had appeared among the prisoners, and I believed that this would prove an admirable field for the study of its characteristic lesions. The condition of
Peyer’s glands in this disease was considered as worthy a minute investigation. It was believed that a large portion of the men from the Northern portion of the United States, suddenly transported to a Southern climate, and confined upon a small portion of land, would furnish an excellent field for the investigation of the relations of typhus, typhoid, and malarial fevers.
The Surgeon General of the Confederate States of America furnished me with letters of introduction to the surgeon in charge of the Confederate States Military prison at Andersonville, Ga., and the following is my description of that place:
The Confederate Military Prison at Andersonville, Ga., consists of a strong stockade, twenty feet in height, enclosing twenty-seven acres. The stockade is formed of strong pine logs, firmly planted in the ground. The main stockade is surrounded by two other similar rows of pine logs, the middle stockade being sixteen feet high, and the outer one twelve feet. These are intended for offense and defense. If the inner stockade should at any time be forced by the prisoners, the second forms another line of
defense; while in case of an attempt to deliver the prisoners by a force operating upon the exterior, the outer line forms an admirable protection to the Confederate troops, and a most formidable obstacle to cavalry or infantry. The four angles of the outer line are strengthened by earthworks upon commanding eminences, from which the cannon, in case of an outbreak among the prisoners, may sweep the entire enclosure; and it was designed to connect these works by a line of rifle pits running zigzag around the outer stockade; those rifle pits have never been completed. The ground enclosed by the innermost stockade lies in the form of a parallelogram, the larger diameter running almost due north and south. This space includes the northern and southern opposing sides of two hills, between which a stream of water runs from west to east. The surface soil of these two hills is composed chiefly of sand with varying mixtures of clay and oxide of iron. The clay is sufficiently tenacious to give a considerable degree of consistency to the soil. The internal structure of the hills, as revealed by the deep wells, is similar to that
already described. The alternate layers of clay and sand, as well as the oxide of iron, which forms in its various combinations a cement to the sand, allows of extensive tunneling. The prisoners not only constructed numerous dirt houses with balls of clay and sand, taken from the wells which they had excavated all over these hills, but they have also, in some cases, tunneled extensively from these wells. The lower portion of these hills, bordering on the stream, are wet and boggy from the constant oozing of water. The stockade was built originally to accommodate ten thousand prisoners, and included at first seventeen acres. Near the close of the month of June the area was enlarged by the addition of ten acres. The ground added was situated on the northern slope of the largest hill.
Within the circumscribed area of the stockade the Federal prisoners were compelled to perform all the functions of life, cooking, washing, the calls of nature, exercise, and sleeping. During the month of March the prison was less crowded than at any subsequent time, and then the average space of ground to each prisoner was only