Combatants start with 10+CON mod Stamina points. If Stamina reaches zero combatant falls prone.
How to Win: If you Pin an opponent and they either choose to not escape or attempt to escape and fail, you win!
Actions:
Fancy Footwork - Grants advantage on your next check to AVOID being grappled
Wrestling Move - Melee Attack against AC. Choice of result (Knock opponent prone, 1d4 + STR Mod Stamina damage, or advantaged grapple attempt)
Body Shot - Melee Attack against AC. Deals 1+STR Mod Stamina damage
Recover - Usable when prone from hitting zero Stamina points. Make a CON save. DC is 10 for the first attempt. +2 for each subsequent attempt. On success, gain 2 Stamina points. On a failed attempt, you fall unconscious.
Escape a Grapple - Grappler makes an Athletics (STR) check. Grappled person opposes with Athletics (STR) or Acrobatics (DEX).
Escape a Pin - If you have Stamina points remaining, you can spend 1 Stamina to attempt to escape a pin. Make an Athletics (STR) or Acrobatics (DEX) check. DC is 8 + enemy Athletics (STR) bonus. On a success, you are unpinned, but still prone.
Take Down - Attempt to take a grappled opponent down to the mat. DC 10, unmodified D20 roll. On a success, opponent is grappled and prone. On a failure, opponent is grappled, but still standing.
Bonus Actions:
Grapple - attacker makes an Athletics (STR) check. defender opposes with Athletics (STR) or Acrobatics (DEX). A grappler can maintain the grapple as a free action on their turn.
Pin - attacker makes an Athletics (STR) check. DC is 8 + enemy CON mod + enemy (DEX mod or STR mod, whichever is higher). Enemy must be Prone.
Movement:
Can move up to your movement speed within the ring.
Standing up from Prone takes 1/2 your movement.
Crawling while Prone takes 2x movement (takes 10 feet to actually crawl 5)