Fighter
Base Class: Fighter

The Fighter subclass 'Pit Fighter'.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in the Performance skill and may use your Strength, or Dexterity in place of Charisma for Performance skill checks related to this subclass’ abilities.

Deadly Performance

At 3 level, you may make a Performance skill check as a bonus action on your turn to captivate enemies and allies alike. Any enemies that can see you must make a Charisma saving throw DC = 8 + proficiency + your Strength or Dexterity modifier. Enemies that fail their saves take an additional 1d6 of damage from your attacks until the beginning of your next turn.

This damage increases by 1d6 every 4 levels after 3, to a maximum of 5d6 at 19 level.

All For The Crowd

At 7 level, you learn to find joy in the battles you fight for your audience and make them as bloody as possible. When using your Deadly Performance your attacks score a critical hit on a 19 or 20 for enemies that fail their saves.

When struck by a critical hit you may, as a reaction, choose to take full damage from the attack. If you do, you may make an attack of opportunity against your opponent with advantage.

Enduring Moves

At 10 level, your Deadly Performance now leaves a lasting impression on your audience. Your performance now lasts for a number of rounds equal to your proficiency. You may still attempt new Deadly Performance checks on subsequent rounds to attempt to captivate additional enemies.

Signature Strike

At 15 level, you have developed a signature move that defines your fighting style. Once per short rest, you can make a single attack as an action. This attack has the benefits of attacks made with your Deadly Performance ability. In addition, a successful hit produces one of the following effects:

  • Spellblight: The target must make a Wisdom saving throw each time they attempt to cast a spell, DC = 8 + your proficiency + Strength or Dexterity modifier. Failure indicates they fail to cast the spell, the slot is not lost, but their action is consumed.
  • Bleed: The target must make a Constitution saving throw at the beginning of their turn, DC = 8 + your proficiency + Strength or Dexterity modifier. Failure means the target takes an amount of bleed damage equal to your proficiency. This damage continues until the creature benefits from any healing effect or for one minute.
  • Maimed: The target must have a Constitution saving throw, DC = 8 + your proficiency + Strength or Dexterity modifier. A target who fails halves all move speeds for one minute.
  • Cornered: The target must make a Dexterity saving throw, DC = 8 + your proficiency + Strength or Dexterity modifier. A target who fails is unable to disengage and provokes attacks of opportunity even when just moving around a target. You have advantage on attacks of opportunity made against this enemy. This effect lasts for one minute.

Legend of the Ring

At 18 level, you achieve a legendary status among warriors who pride themselves on their performance. When using your All for the Crowd ability you no longer need to take full damage from the critical hit to make a counterattack. You gain an additional use of your Signature Strike per short rest. Each time you make a successful Performance skill check using your abilities you gain temporary HP equal to your proficiency.

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