Pit Fighter (5e Subclass)

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Pit Fighter[edit]

Fighter Subclass

Pit fighters are expert warriors who learned to fight in closed spaces, such as dungeons or gladiator pits. To survive these dangerous battles, pit fighters picked up unorthodox survival methods that might be considered dishonorable or "dirty". However, while the pit fighter's style might not have been elegant or dignified, it did what it needed to do.

Unarmored Defense

At 3rd 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.

Pit Combat

At 3rd level, you are adept to the lethal environment of fighting pits. You gain the following benefits while you are unarmed or wielding only fighting pit weapons (that are simple melee weapons and weapons with the glove property):

  • You add your proficiency bonus to attacks made with improvised weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or fighting pit weapons. This die changes as you gain fighter levels: d6 at 7th level, d8 at 15th level and d10 at 18th level.
Dirty Fighting

At 3rd level, you learn how to utilize dirty fighting techniques to gain an edge in battle. You learn two dirty fighting techniques, and learn one more at 7th, 15th and 18th levels.

You can use these techniques a number of times equal to your Constitution modifier (minimum of 1) and can't do it again until you finish a short or a long rest. You can spend a use of this feature to use a known technique, whenever you make an unarmed strike or attack with a fighting pit weapon.

The save DC for your tricks equals 8 + your proficiency bonus + your Strength modifier.

Lunging Strike. You suddenly move forward in a quick lunge. You can move up to 15 feet towards an unoccupied space within 5 feet of a hostile creature. This movement doesn't provoke opportunity attacks and your attack is made at Advantage. On a hit, you can push that target back a distance equal to the distance moved.
Staggering Punch. You have -5 penalty on your attack roll. If you hit this attack, the damage of your attack is doubled, and until your next turn all attacks made by that target have disadvantage.
Step-back. After making this attack, you gain the benefits of the disengage action.
Knockdown Strike. When you hit a creature with an attack, you can try to trip your target. The target makes a Dexterity saving throw or is knocked prone.
Showstopper. When you succeed in grappling a creature, you can forgo one of your attacks to use the Showstopper. You leap into the air and fall over your opponents head. That creature must succeed on a Constitution saving throw, or taking bludgeoning damage equal to twice your fighter level and is knocked prone, or half the damage and is not prone on a success. A 1 on the save also render the target incapacitated until the end of your next turn.
All or Nothing

At 7th level, you add half your Constitution modifier (rounded down) to any saving throws you make.

Additionally, when you succeed on a saving throw, you can use your reaction to move up to your movement speed and make an opportunity attack against a creature that forced this save, making an unarmed strike against it. This movement don't provoke opportunity attacks.

Menacing Aura

At 10th Level, creatures tend to not want to fight you. Any hostile creature that enters an area within 10 feet of you or start its turn there, makes a Wisdom saving throw against your Dirty Fighting save DC. On a failure, that creature is frightened of you while it remains in the aura, or until the end of your next turn.

On a success, the target is immune to this feature for the next 24 hours.

Pit Brawler

At 15th level, you gain resistance to Bludgeoning, Piercing, or Slashing damage from non-magical attacks.

Pit Boss

At 18th level, you have overcame obstacles and battles that have pushed you to your limits and toughened you to the extreme. You gain the following benefits:

  • At the start of each turn, you gain temporary hit points equal to your Constitution modifier (minimum 1).
  • Critical hits against you become normal hits.
  • When you take the Attack action on your first turn of combat, you can make an additional unarmed strike as part of that action.
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