Base Class: Fighter
The pit fighter excells in unarmed hand to hand combat. A fighter that is adept at crowd control and defence while pulling off flashy moves and dealing decent damage. if you like beating monsters and everything else with your fists, kicks and grapples and dont want to play a lackluster monk this subclass is for you.
Unarmored Defence
When you choose this archetype at the 3rd level your might, and grit can protect you from blows that would fell others. While you aren't wearing armor or wielding a shield your AC equals: 10 + Strength + Constitution modifiers
Unarmed Combat
Also at the 3rd level, you learned to use your body to combat ever-greater threats. Your unarmed attacks can deal 1d6 + your Strength modifier on a hit and you gain the following benefits
Reversal: You can use the grapple action as a bonus action. In addition, when a creature fails an attempt to grapple yourself, you can use your reaction to grapple them instead if they are within 20ft
Counterattack: When a creature misses you with an attack, you can use your reaction to hit them with an unarmed attack
Increased Might
At the 7th level, your might grows. You count as one size larger when determining your carrying capacity
Facebreaker:
In addition, you can use your attack action to make a special attack. Pick up to two creatures of your choice and make a grappling (athletics) contest for each one. On a success, they suffer the attack's normal effects and fall prone
Devastating Impact
Starting at the 10th level your unarmed damage die increases to d8. If you have the "Unarmed fighting" style it instead increases to d12. In addition, your attacks count as magical for the purposes of overcoming resistance
Unflinching
Starting at the 15th level your determination can carry you through the thickest of fights. You can activate this feature as an action on your turn and regain hit points equal to 1d10 + CON modifier for five turns. Once you use this feature, you cant use it again until you finish a long rest.
The Equaliser
Starting at the 18th level you can channel all your energy into one, annihilating strike. In one of your turns, you can use a bonus action to enter a defensive stance and absorb damage dealt to you. On your next turn, you can use your action to unleash an empowered attack. This attack has advantage and deals 8d10 + (half the damage dealt to you) magical bludgeoning damage . Once you use this feature you cant use it again until you finish a long rest
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