Pit Fighter, Soulbeast Variant (5e Class)
From D&D Wiki
(5e Variant Soulbeast) Pit Fighter
The doors to the fighting pit open the voices of the screaming masses as loud as the sounds of trumpets ar filling the arena a Bulky man steps out of the just opened doors and begins his march whyl posing and wavin to the crowd a rumble the door on the other side of the pit open and out of it come beasts and warriors armed to the teeth and ready to tear him to shreds but the Boss of this arena doesn't like to lose.
Creating a Pit Fighter
If you want to create a pit fighter ask yourself for 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.
As a Pit Fighter you gain the following class features.
- Hit Points
Armor: No Armor
Weapons: Simple,Brass Knuckles
Tools: One Tool set of your choice,one Gaming Set
Saving Throws: Strength,Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception or Performance
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A paare 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
|Features||Unarmed Die||Movement Bonus|
|1st||+2||Pit Grit,Scars of the Pit||1d4||-|
|3rd||+2||Recover,Force of Natur||1d4||10|
|4th||+2||Ability Score Improvement||1d6||10|
|8th||+3||Ability Score Improvement||1d8||15|
|9th||+4||Shake it Off||1d8||15|
|12th||+4||Ability Score Improvement||1d10||20|
|14th||+5||Make it Rain||1d10||25|
|15th||+5||All or Nothing||1d10||25|
|16th||+5||Ability Score Improvement||1d12||25|
|18th||+6||Menacing Aura Upgrade||1d12||30|
|19th||+6||Ability Score Improvement||1d12||30|
At First level you have a powerful Right hook and a fast left hook if you take the attack action you may attack two times with your fists one left hook one right hook both have different benefits also your unarmed attacks deal 1d4 bludgeoning damage this damage is increased after leveling up as listed in your class table.(Brass knuckles don't increase your dmg but you gain a bonus of +1 to attack roles and if you use them your attacks still count as unarmed attacks)
- Right Hook
Your right hook deals a bonus dmg equal to constitution modifier.
- Left Hook
Your left hook has a bonus of +2 to hit and enemies can not use their reaction to respond to it.
Scars of the Pit
At 1st level you may be scared from all the fights in the pit but that also hardent your body Your armor class while wearing no armor is 10+ your Strength and Constitution Modifier allow you gain resistance to Piercing Bludgeoning or Slashing dmg.At 6th level you gain another resistance and at 11th the last resistance.
At 2nd level you have learned where to hit to hurt them the most or how to show the crowd what fancy moves you have learned.You can add one of these effects to every unarmed attack you make if the creature needs to make a save the Dc it must surpass is 8+your Proficiency modifier + your Constitution modifier also you are eager to move into battle you gain 10 feet of bonus movement (this movement increases when you level up as shown in your class Tabel) .
- Lunging Strike
You can make an unarmed attack that lunges to an enemy in 15 feet of you this does not provoke attacks of opportunity.
- Crippling Punch
If you hit the creature with this attack it gains disadvantage to its first attack role that it makes the next round.
- Brutal Punch
You can take a -2 penalty to your attack role to deal a bonus die as dmg.
After you made a melee attack you can disengage up to 10 feet away from the creature you have hit.
- Pushing Strike
You can try to push a creatur 10 feet away from you if it fails a Dexterity save.
At 2nd level you can go into a enter a enduring stanc to at the end counter your enemy. You can enter this stance as a Bonus action or reaction and after you do so you gain temp hit points equal to your level if you get hit by an attack you gain a point of Furry you can not gain more than 5 points of furry and you can spend tous points of furry to send a shockwafe out in a 15 foot cone any creature in the cone takes 2d10 force dmg and needs to make a dexterity save if it fails the creature is pusht 10 feet away and knock prown after you did this you exit the stanc and gain double your level as Temp Hp.You can use this feature two times per Short rest.At 6th level three times at 10th level four times and at 14th level five times.
At 2nd level you gain a pool of hit points that you can regain as a bonus action or reaction. The pool is 5 times your Pit Fighter Level if you spend 5 points you can remove a condition or poison effect that affects you.
Force of Natur
At 3rd level you start harnessing the force energy in your body and around you your unarmed attacks now deal force dmg instead of bludgeoning damage and gain new features for your unarmed attacks.
A creature that gets hit by an unarmed attack and would be moved through the attack can instead be knocked prone.
- KO Punch
You now Critical hit on a 19-20 with unarmed attacks and if you do so you the creature hit is stunned till the end of your next turn.
Once per short rest if you would spend any number of dice to regain Hp you can gain the full amount of healing that is possible.
At 5th level you gain bonus hit points equal to your level times 2 and every level up you gain another bonus 2 hit points also after a long or short rest you gain temp Hp equal to your Level times two.
At 6th level you now gain abilities that you can enter through your inner force as listed below every feature uses a force Point you have a amount of Force points equal to your Constitution modifier + 3 you regain all expendet force points after a short rest.
- Forceful Pull
You can pull any creature that stands in a line that is 15 feet long and 15 feet wide into a 5 feet range of you. You can only pull creatures smaller than you and one size category bigger then you also you can only pull up to 3 creatures with this ability if you pull more than one creature then every creature pulled by this feature gets stunned for 1 turne.(Bonus Action)
- Forceful Tremor
You can punch or stomp the ground to make it vibrate in a 15 feet radius around you any creature in range must make a dexterity save or be knocked prone.(Bonus Action)
- Force Reflection
If you get hit by an attack you can reduce the dmg by 1d10+your constitution Modifier + your level and the creature that attacks you suffer the same amount of blocks dmg as force dmg.8Reaction)
At 7th level you mastered the art of showing off you add your strength modifier to your Intimidation and Performance skill also you can use your intimidation skill as Action in combat to Frighten enemies every hostile creature that can see you needs to make a wisdom save against 10 + your Intimidate skill modifier or be frightened for 1d4 rounds also as an action you can use your Performance skill to charm any creature thath can see you for 1d4 rounds if it fails a carisma save Dc 10+your Performance skill bonus.
Shake it Off
At 9th level you can add half your constitution modifier to any saving throw you make also after you made a saving throw you gain a bonus 2d6 force dmg to your next attack.
At 10th level you have learned the show stopping move at the end of shows or if not a good performance at least. Your Jumping height and length trippels and as ancton you can instantly grappl a creature in 15 feet of you no save and leap into the air and into an area that is in 30 feet range the creature that you grappled takes 5 times your unarmed dmg die as force dmg and every creature that is on the spot ore in a 15 feet area of where you land gets puscht away 5 feet and gets half the dmg the grappled creature got as force dmg you can use this feature twice per short rest.
At 11th level how many times have you thought that it's over but the will of a man can even cheat death sometimes if you are reduced to 0 hit points you can spring back up and gain temp hp that is equal to double your level you can use this feature twice per long rest.
At 13th level creatures tend not to fight you. Any creature that sees you for the first time (Hostile or trying to Harm you) needs to make a wisdom saving throw if it fails the creature is feared of you if it succeeds its movement is halved for though they still might be hesitant to move against you.
Make it Rain
At 14th level every time you take the attack action and make an unarmed attack you can make another unarmed attack (once per attack action) also any creature that was hit by an unarmed attack of you gets disadvantage to dexterity strength and constitution saves for this round.
All or Nothing
At 15th level you can deal a bonus 1d10 force dmag once per turn but if a creature that is allied to you got reduced to 0 hit point you can deal a bonus 10d10 force damage to the creature that reduced it to 0 hit points instead of 1d10 you nly deal the 10 d10 dmg once.
At 17th level you can send out a manifest of force shaped like a dragon. As an action any hostile creature that is in a 30 feet radius of you need to make a dexterity save or get suckt in by the force nergy of the dragon then the dragon flys away into a direction you point to he flys 60 feet into that direction and then explodes any creature that is trapped in the dragon takes 5d10+your Level as force dmg and fall prown at the spot they land at you can use this feature once per long rest.
Menacing Aura Upgrade
At 18th level some creatures learn to fear you and some even tremble in fear if they hear your name. Creatures that have a Cr of 4 or lower are not going to pick a fight with you only if the DM says so or they are constructs or animals.
At 20th level you can if a creature attacks you and hits you with an attack you can reduce the damage to 0 and if you do so your next attack deals half of your lost hit points as bonus damage after you used this feature you need to take a long rest before you can use this feature again.
Ring Leader Background
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 suc barbarick fighting pits but this is the only place you find peace and glory it's your battlefield and your home som may also call yt sanctuary for the filth that crawls the streets but no where 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 tow from Athletics,Intimidate,Insight,Performance,Persuasion
- two languages of your choice
- A item that shows your status in the pits and 30gp
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