Fighter
Base Class: Fighter

A Pit Fighter lives and breathes unarmed combat. His movements are precise and deadly, honed through rigorous training and discipline. He is born and bred to fight, and each strike is executed with fluidity and accuracy.

As a Pit Fighter, he approaches each opponent with unyielding determination and a steely focus, viewing each battle as a test of his skills and a chance to prove his worth. He believes that unarmed combat is not just a martial art but a way of life, and through his practice, he can achieve a heightened sense of awareness and purpose.

For the Pit Fighter, combat is not just a physical exercise but a source of personal growth and a way to connect with his inner self through his passion. He trains relentlessly, seeking to perfect his skills and develop new techniques to overcome any opponent.

The life of a Pit Fighter is one of constant struggle and challenge, but he faces each obstacle with unwavering determination and a fierce spirit. He is a true warrior, embodying the spirit of unarmed combat and always seeking to prove his worth in the heat of battle.

Pit Technique

When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called pit dice.

Pit Techniques. You learn three pit techniques of your choice, which are detailed under “Pit Techniques” below. Many Pit techniques enhance an attack in some way. You can use only one technique per attack.

You learn two additional pit techniques of your choice at 7th, 10th, and 15th level. Each time you learn new pit techniques, you can also replace one technique you know with a different one.

Pit Dice. You have four pit dice, which are d6s. A pit die is expended when you use it. You regain all of your expended pit dice when you finish a short or long rest.

You gain another pit die at 7th, 10th, 15th, and finally at 18th level.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Bred For Combat

You have toughened your hands, perfected your physique and strengthened your resolve to submit your foes without relying on melee weapons.

Your unarmed attacks now deliver 1d4 damage. The die will increase to a d6 at level 7, a d8 at level 15 and finally a d10 at level 18

Pit Techniques

The pit techniques are presented in alphabetical order.

Counter

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make an unarmed attack against the creature. If you hit, you add the pit die to the attack’s damage roll.

Devastating Throw

Use a momentary lapse in your opponents attention, throw him off balance and slam him to the ground. Your opponent (a creature no more than one size larger than you) must make a dexterity saving throw against the maneuver´s DC, on a failure you gain the advantage and throw your opponent to the ground, roll for unarmed damage, add the pit die for extra damage and leave your opponent prone.  This maneuver takes place of one of your attacks.

Float like a butterfly, sting like a bee (AC, Attack bonus)

When you move at least 20ft, you can expend one pit die, rolling the die and adding the number rolled to your AC and one attack until you stop moving.

Gimme that! (Disarming)

When you hit a creature with an unarmed attack, you can expend one pit die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the pit die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object is now in your hands.

Ground Game (grappling, extra attack)

Immediately after using one of your attacks to grapple on your turn, you can expend one pit maneuver die and then try to pin the target (see the Player’s Handbook for rules on grappling).

You can try to pin a creature grappled by you. To do so, make another grapple check. If you succeed you can make another unarmed attack, adding the pit die´s roll to the damage done, you and the creature are then both restrained, you can make an attack like this once per turn by expending a pit die until the grapple ends. While restrained in this manner, you and the creature are both prone. 

Imposing Performance (skill bonus)

When you make a Charisma (Intimidation), a Charisma (Performance), you can expend one pit die and add the roll to the ability check.

Meat Shield

When you´re hit with an attack you can as a reaction spend one pit die and grapple one creature, medium or smaller within 5ft of you and switch places with it, provided you spend 5ft of movement (this movement does not provoke opportunity attacks), small creatures give partial cover, medium give half cover (only attacks that are affected by cover can be affected this way). The creature now soaks up the damage( if the attack that would have hit, now doesn´t), if this would reduce the creatures hit point total below zero the remaining damage carries over to you, but not before subtracting the pit dies roll from the remaining damage.

Menacing Pose

You put on your most frightening visage and pose up, spend one pit die to attempt to frighten those around you. The targets must make a Wisdom saving throw. On a failed save they are frightened of you until the end of your next turn.

Nah! You surrounded by me

When you hit a creature with an unarmed strike, you can expend one pit die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your pit die. The damage is of the same type dealt by the original attack.

Not him, LOOK at ME! (ally movement)

When you hit a creature with an unarmed strike, you can expend one pit die to maneuver one of your comrades into a more advantageous position. You add the pit die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Precise Strike

When you make an unarmed strike against a creature, you can expend one pit die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Roll With The Punch (damage reduction)

When another creature damages you with a melee attack, you can use your reaction and expend one pit die to reduce the damage by the number you roll on your pit die + your Dexterity modifier.

Tackle

When a creature you can see moves within 10ft you can use your reaction to expend one pit die and move within 5ft, make one shove action against the creature. If you succeed, roll the die for damage, knock the creature prone or push it 10ft away from you, either way the creatures speed is now reduced to 0.

Twist and turn

You grab onto one of the creatures limbs and twist them out of place. Spend one pit die and make a contested athletics check against a creature grappled by you and choose to either limit it´s mobility or ability to attack. Twist it´s leg to reduce it´s speed by half and give it disadvantage on all mobility related checks e.g. checks made for jumping, climbing and dex saving throws. Twist it´s arm to give it a disadvantage on attack rolls, and skill checks pertaining to manual activity e.g. grapple checks, athletics checks and strength saving throws which would need free use of both arms. This effect last for a number of rounds equal to the number rolled on the pit die.  This maneuver takes place of one of your attacks.

Keeping Occupied

At 3rd level, you gain proficiency with one type of musical instrument or gaming set of your choice.

Bare Chested

Whether through cunning and quickness or sheer toughness, Pit fighters prefer little to no armor in the pit. A pit fighters unarmored AC is 13+ his dexterity or constitution.

Quick as a Cat

Quick and agile you prefer to dodge the blow and look for a counter, Your AC is 13+Dex.

Tough as Nails

Your preferred method is to step into the blow, eyes wide open and neutralize the force, up close and personal like. AC is 13+Con

Preppin For The Fight

Pit fighter can at 3rd level fashion him/herself a pair of protective fighting wraps from basic materials. This gear do not hinder you in wielding other melee weapons. The most basic and simple version of the fighting wraps and is easily crafted with common materials (one use of a healer´s kit should suffice). As you upgrade, more exotic materials are used and some cost incurred. You will be able to upgrade to reinforced (+2) at level 3 and mastercrafted (+3) at level 15.

Basic Fighting Wraps

From commonly available materials, the pit fighter fashions fighting wraps in order to protect his damage dealing extremities, to avoid injury and furthermore increase his damage dealing ability. You receive a +1 to unarmed attack damage.

Mastcrafted Fighting Wraps

The most elite pit fighters only use the best materials for their fighting gear and have them infused with magic for the edge they need to overcome the toughest of foes.
These wraps overcome resistances to nonmagical weapon damage give a +2 to hit, +2 to unarmed damage and cost 3000 gp to make.

Reinforced Fighting Wraps

Experienced pit fighters utilize better materials, leather, metal and alchemical included to overcome magic resistances. At 7th level a pit fighter can make reinforced fighting wraps, they cost 250 gp to make, can overcome magical resistances and give +1 to unarmed attacks and +2 to unarmed damage.

Study Your Foe

Starting at 7th level you can study your opponent. If you spend at least 1 minute observing or interacting with another creature outside combat, you can glean some information about its abilities, strengths and weaknesses.

  • AC
  • Hit points
  • Resistances
  • Immunities
  • Vulnerabilities
  • Special Attacks

Improved Fighting Prowess

At 10th level, your pit dice turn into d8s. At 18th level, they turn into d10s.

There Is Always A Way

Starting at 15th level, when you roll initiative and have no pit dice remaining, you regain one pit die.

Improved Fighting Prowess

At 18th level, your pit dice turn into d10s.

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