Pit Fighter, Soulbeast Variant (5e Class)

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Pit Fighter, Soulbeast Variant[edit]

The doors to the fighting pit open. The voices of the screaming masses as loud as the sounds of trumpets fill the arena as a burly man steps out of the just opened doors and begins his march, posing and waving to the crowd. A rumble, as the door on the other side of the pit opens and out pours beasts and warriors armed to the teeth and ready to tear him to shreds. Unfortunately for them, the Boss of this arena doesn't like to lose.

A crack, the sound of a jaw breaking. A dwarf, soaked in the mud and filth of the gladiator pits, wheels around to face his next victim. As a sword comes swinging towards his neck, he nimbly dodges feeling the rush of air as it sings past his nose. In moments the armored gladiator is knocked to the ground, his helmet flies across the pits landing with a *squelch* halfway across the arena. As the dwarf turns up towards the stands and begins his walk of triumph, he can feel the fear oozing off the King. He wasn't supposed to win this fight. And he still had one more jaw to break.

It was the final match of the tournament. An underdog Kitsune with two tails and a Goliath brandishing his famous Silver Knuckles entered the pit. The roar of the spectators was nearly deafening, drowned out only briefly by the gong signaling the start of the match. The Kitsune, undeterred by the massive slab of muscle in front of him, rushes forward and slams several well placed punches into the Goliath before taking a hook to the jaw. The goliath chuckles, "Tough one aren't you?". The kitsune ignores the taunt, landing a punch on the behemoth's ear, drawing a trickle of blood. A Haymaker comes flying into the kitsune, knocking the air out of his lungs and bringing tears to his eyes. One more of those and he'd be finished. Another volley of punches knocks the Goliath back, bruises blooming beneath his intricate tattoos, one eye beginning to swell shut. The crowd has begun to shout and chant the kitsune's name, but with raspy breathing and blurred vision, he knows he must end this fight quickly. As he takes a jab to the stomach, he focuses his fury into his fist, slamming it into the earth beneath his feet. For a moment the crowd is silenced as a shockwave tears through the ground. The air fills with dust as packed dirt and stone rips itself apart. The goliath is knocked to the ground, blood oozing from his ears. As the dust settles, the Kitsune looks down at the beast of a man struggling to get to his feet as crimson drips from his clenched fist. "Yeah", he grins, "I'm pretty damn tough". With a final kick to the jaw, the gong sounds and the crowd erupts in chaos.

Creating a Pit Fighter[edit]

If you want to create a pit fighter ask yourself what would you fight for or why do you fight for glory, your family money or is it the lust to inflict pain on others whatever the reason may be ready yourself for this will get painful for someone and I don't mean you.

Quick Build

Make Strength and Constitution your highest stats take the Gladiator Background or the Ring Leader background that is mentioned at the end of this page.


Class Features

As a Pit Fighter you gain the following class features.

Hit Points

Hit Dice: 1d12 per Pit Fighter level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Pit Fighter level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons and Gauntlet/Glove Weapons
Tools: One type of artisan’s tools of your choice, One Gaming Set
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception or Performance

Equipment

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

  • (a) A pair of Brass Knuckles or (b) Any simple weapon
  • (a) A toolset of your choice or (b) A gaming set of your choice
  • (a) Any kind of Tool or (b) A special outfit of yours
  • (a) A explorer's pack or (b) A Brawler's pack

Table: The Pit Fighter

Level Proficiency
Bonus
Features Pit Grit Lunging Strike Movement
1st +2 Pit Grit, Scars of the Pit(1) 1d6 -
2nd +2 Knuckle Down(1), Rock Solid(1) 1d6 15
3rd +2 Recover, Force of Nature 1d6 15
4th +2 Ability Score Improvement 1d8 15
5th +3 Vitality, Knuckle Down(2). Extra Attack 1d8 15
6th +3 Force energy, One-Two Combo, Rock Solid(2), Scars of the Pit(2) 1d8 20
7th +3 Showmanship, Force of Nature(II) 1d8 20
8th +3 Ability Score Improvement 1d10 20
9th +4 Shake it Off, Knuckle Down(3) 1d10 20
10th +4 Show Stopper, Rock Solid(3) 1d10 25
11th +4 Rise Again, Scars of the Pit(3) 1d12 25
12th +4 Ability Score Improvement 1d12 25
13th +5 Menacing Aura, Force of Nature(III) 1d12 25
14th +5 Make it Rain, Knuckle Down(4) 2d6 30
15th +5 All or Nothing 2d6 30
16th +5 Ability Score Improvement, Rock Solid (4) 2d6 30
17th +6 Raging Dragon, Knuckle Down(5) 2d8 30
18th +6 Menacing Aura(II), Rise Again (II) 2d8 35
19th +6 Ability Score Improvement 2d8 35
20th +6 Full Counter 2d8 35

Soulfire DC[edit]

You have learned to draw power from the fire raging in your soul. Your soulfire DC = 8 + Proficiency Bonus + Constitution Mod

Pit Grit[edit]

At 1st level, you have learned to do a powerful, right strike alongside a swift, left opener. You gain the following benefits while not wearing Armor, a Shield, or a non-fist weapon:

  • Your unarmed strikes will now deal 1d6 bludgeoning damage. As you gain levels in this class, your damage will increase as shown in the pit grit column in the table
  • When you make an unarmed strike attack you may make an additional unarmed strike as a bonus action.

As part of an attack...

  • While wearing or wielding Gauntlet/Glove Weapons, you may add your proficiency bonus to attack rolls an additional time, and to damage rolls.
  • While not wearing or wielding Gauntlet/Glove Weapons, when you take the attack action you may make an additional attack.

Scars of the Pit[edit]

At 1st level, your body has been hardened by your time in the fighting pits, granting you a hardy, natural defense. While wearing no Armor and not wielding a Shield, your armor class is equal to 10 + your Strength modifier + your Constitution modifier. Additionally, gain resistance to Bludgeoning, Piercing, or Slashing damage. At 6th level choose another damage type from this list. At 11th level you gain resistance to any damage type of your choice.

Knuckle Down[edit]

At 2nd level you learn how to use a new fighting technique, choose one of the following special attacks. As part of an unarmed attack, you may add one of the effects you have chosen. These features cannot be combined and can only be done a number of times per long rest equal to your Constitution modifier + Proficiency bonus..

Lunging Strike

You suddenly lunge at a target within 15 feet. This lunge will not provoke attacks of opportunity, and your unarmed attack must come after this movement. The movement increases as your level progesses, shown in the the Lunging Strike Movement column of the Pit Fighter class table. This additional movement as an action performing a single attack.

Crippling Punch

If this attack is either +10 above the target's AC or a critical hit, the target's next attack roll made before the start of your next turn has disadvantage.

Brutal Punch

-5 penalty to your attack roll. If you successfully land this attack, roll a bonus damage die of the appropriate type.

Step-back

After this attack you can disengage as a free action.

Knockdown Strike

After this attack, you can try to knock your target to the floor. The target makes a Dexterity save against your soulfire DC, on a failure they are knocked prone.

You may choose an additional special attack at the following levels: 5, 9, 14, 17

Rock Solid[edit]

At 2nd level, you can enter the Rock-solid stance which emboldens your brawling fighting style. As a bonus action or a reaction to taking damage, enter the Rock-Solid stance and gain a number of Temporary Hit Points equal to your class level. Whenever you take damage from an attack or saving throw, you gain 1 point of Fury. When you reach 5 points of Fury unleash a shockwave, leave the Rock Solid Stance, and gain a number of Temporary Hit Points equal to your class level (remember: Temp HP replaces, it doesn't stack).

This shockwave is a 15-foot cone in a direction of your choice which starts from you. Any creature in this cone makes a Dexterity saving throw against your soulfire DC. On a failure, the creature takes 2d10 Force damage, is pushed 10 ft away, and is knocked prone. On a success, they take half the damage and are not pushed or knocked prone.

You can only use this feature once per Short Rest. This increases to twice per Short Rest at 6th level, three times at 10th level, and four times per rest at 16th level.

Recover[edit]

At 2nd level, you can tap into an innate pool of strength that you can use to regain Hit Points as either a bonus action or reaction to taking damage. The pool is 5 times your Pit Fighter Level. You may spend 10 points to cure 1 condition affecting you (not including Exhaustion), or all points to cure a poison or disease affecting you.

Force of Nature[edit]

At 3rd level, you have started to harness the force energy which has either been produced via anger or concentration from within the core of your body. When you recover hit points or expend your Fury points, you may choose one of the following effects, it lasts for a number of turns equal to your proficiency bonus. At 7th level, you may choose any 2 effects, and all 3 at 13th. If this feature triggers for a second time during its duration, you may choose new effects, but you can never have more effects active than the number that you would choose (eg; 1 at 3rd level, 2 at 7th, and 3 at 13th).

Uppercut

A powerful attack that snaps an opponent backwards and off their feet. You may have creatures that get hit by an unarmed attack make a STR save against your soulfire DC, on a failure they are knocked back 10 ft.

Defender

You sacrifice some of your power for a sturdier defense. Your attacks deal one less damage die according to the pit grit table, however you may now roll 1d6 a number of times per turn equal to 1/2 your constitution modifier (rounded down) when taking damage and subtract it from the total. This goes up to 1d8 at 8th level, 1d10 at 12th and 1d12 at 16th.

KO Punch

Your unarmed strikes will deal critical hits on a 19-20. Critical hits also force creature(s) to be stunned till the start of your next turn.

Endurance

Once per long rest, as a reaction to taking damage and while this effect is active, you may roll 1d4 and regain health equal to that many hit dice. This increases to 2d4 at 13th level.

Vitality[edit]

At the 5th level, after a long rest, you gain temporary Hit Points equal to your twice your level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

One-Two Combo[edit]

At 6th level, you perfect your combo technique. Whenever you make 2 or more unarmed attacks on your turn, the first gets a +2 bonus to hit, and you may add your Constitution modifier to the damage of the last.

Force Energy[edit]

At 6th level, you have obtained abilities which you can use from your inner force. Every feature uses a Force Point, you have a number of Force points equal to your Constitution modifier + Proficiency Bonus, you regain all expended force points after a short rest.

Forceful Pull

As an bonus action, you can pull any creature within 15 feet into next to you. You can only pull creatures your size or smaller. You may expend additional points to pull additional creatures with this ability, if you pull more than one creature each creature must make a Constitution save against your soulfire DC, on a failure they are stunned until the start of your next turn. (1 point per creature)

Forceful Tremor

As a bonus action you can cause the ground to violently shake in a 15 feet radius around you. Any creatures within the radius must make a Dexterity save or be knocked prone. (2 points)

Force Reflection

As a reaction to getting hit by a Melee Attack you may reduce the damage inflicted by 1 pit grit die + Constitution modifier + your level. The attacking creature takes damage equal to the damage reduced this way. The damage type is the same as your unarmed strikes. (3 points)

Showmanship[edit]

At 7th level, you have mastered the art of showing off and dazzling all with your musclebound personality. You may now add your Strength modifier to both your Intimidation and Performance checks.

In addition as an action, you may use the Intimidation Skill in an attempt to Frighten Enemies. Make an Intimidation check, every hostile creature within 15 feet of you that can see you must make a Wisdom Saving Throw against your check or be frightened for 1d4 rounds. They may remake the save at the end of their turns.

You may also use the Performance Skill to charm a target creature within 15 feet that can see you. As an action make a Performance check. The creature makes a wisdom saving throw, with advantage if you are fighting it. On a failure, the creature is charmed for 1 hour or until you or your companions do anything harmful to it.

You may only use each of these abilities once per long rest.

Shake it Off[edit]

At 9th level, you may add half your Constitution modifier (Rounded Down) to any saving throws you make. If you succeed a saving throw, your next unarmed strike within 1 minute of the saving throw gains an additional pit grit die of damage.

Show Stopper[edit]

At 10th Level, your powerful muscles have allowed you to both jump much greater than before... But you found out a neat little trick to unleash a showstopper of a move!

Your jumping height and distance is now tripled.

As an Action, you can suddenly launch forward instantly and then grapple a creature within 15 feet of you but this grapple is so strong that they cannot contest it. You then leap into the air, slamming down at a point within 30ft of where you grappled the creature. The creature must make a Constitution saving throw, taking 10X your Proficiency Bonus force damage or half as much on a successful save. All creatures within 15ft of the impact point must make a Dexterity saving throw, taking 5X your proficiency on a failure and half on a success.

This ability can only be done once per long rest. At level 20, it can be done twice.

Rise Again[edit]

At 11th Level you have learned to always rise up from the brink of defeat. If you are reduced to 0 hit points, you may suddenly spring back up with 1 hit point and gain Temporary hit points equal to twice your level. You can use this feature once per long rest. This increases to twice per rest at 18th level.

Menacing Aura[edit]

At 13th Level, creatures tend to not want to fight you. Any hostile creature that sees you for the first time or can see you when rolling initiative against you, makes a Wisdom save against your soulfire DC. If they fail; the creature suffers the effects of the frightened condition for 1 minute, they can repeat the saving throw at the end of their turn. If it succeeds; For 1 round its movement is halved if it can see you.

At 18th Level, any creature below CR 4 will cower and refuse to fight you. (With DM exceptions of course)

Make it Rain[edit]

At 14th Level, when you take the Attack action you may make 2 unarmed strikes. If both of these unarmed strikes hit the same creature, that creature makes a Constitution saving throw. On a failure, they have disadvantage on all Strength, Dexterity, and Constitution Saving Throws until the start of your next turn.

All or Nothing[edit]

At 15th Level, you can now deal additional force damage on a unarmed strike once per turn equal to your pit grit die. As a reaction to an ally being reduced to 0 hit points, you may deal 10d10 force damage to the creature that caused your ally to be reduced to 0 hit points. This 10d10 can only be dealt once per long rest.

Raging Dragon[edit]

At 17th level, you can send out a manifest of force shaped like a dragon. As an action any hostile creature that is within a 30 feet radius of you needs to make a dexterity save or get pulled into the manifestation of your physical force. You then send the dragon in a 10ft by 60ft line in a direction of your choosing, any creatures in the path must also make the dexterity save. All creatures that make a saving throw take 10d10 force damage on a fail and one quarter of that on a success. Any creature caught in the dragons path or sucked in by it is thrown into a space of your choosing within 10ft of the Dragon's end point.

You may use this feature once per short rest.

Soulbeast[edit]

At 20th lvl you have overcame obstacles and battles that have pushed you to your limits and toughened you to the extreme. Any critical hits against you are treated as normal attacks, in addition you may once per long rest refill your recovery pool as a bonus action.

Ring Leader Background[edit]

You are the leader of an underground fighting ring, a cruel and powerful man or maybe a fighter yourself whatever the reason may be you came to this power or why ever you wanted it lies in your own hands. You came from nothing and you still may be nothing in the eyes of nobles that look down on such barbaric fighting pits but this is the only place you find peace and glory it's your battlefield and your home some may also call it sanctuary for the filth that crawls the streets but nowhere can you make fast money or die even faster. You understand the lower classes of society, the one that struggles every day to survive. You know all too well what it means to fight to survive and why you are where you are now.

Skill Proficiency
choose two from Athletics,Intimidate,Insight,Performance,Persuasion
Languages
two languages of your choice
Equipment
A item that shows your status in the pits and 30gp
Feature

Man of the Masses

You are a man of commoners some may know you from fights or have heard your name you are popular among them and always can find a place to sleep and eat for cheap also people might come to you if they have a problem or need a strong hand or Bodyguard also nobles and people with a higher social status might not like you as much but how cares what did those people ever do for you.


Brawlers Pack
A Symbol that that people recognise as your Pit ring or yourself as a Brawler
10 days worth of rations
A Waterskin
A Bag of some kinde
A Map with the locations of Fight Pits
A bundle of healing Herbs
A Sleeping Bag
A pat Mascot that is a small creature (can not Fight or Help in combat)
A Firestarter
3d6 as bonus funds in Gold

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