Base Class: Fighter
A strong fighter is learned in a great many fighting styles and weapons. They call upon rigorous and diligent training to aid them in overcoming their foes, as much with tactic and wit as with brawn and blade. A Pit fighter understands that versatility and adaptability are a warrior's truest companions.
A longsword and a halberd aren't fit for fighting in streets, dungeons, and narrow spaces. Bows are too limiting at short range, and crossbows too slow and heavy. They make their bearer slow and heavy.
A Pit Fighter is fast and agile, striking at their mark from a distance or taking them out decisively and controlling the battlefield. A Pit Fighter feels most capable with handaxes, daggers, or similarly small and versatile weapons that are easy to hide or throw and with doing combat in tight spaces.
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of The Pit
At 3rd level, you lose proficiency in Heavy Armor and gain an additional fighting style known as Throwing.
Maneuvers
The maneuvers are presented in alphabetical order.
Battle Meditation
You can expend one superiority die and use a bonus action on your turn to center yourself, choosing one creature within 25 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Counter Attack
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die and take an attack action.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority 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.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Gouge
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to blind the target. You add the superiority die to the attack’s damage roll, and the target must make a Dexterity saving throw. On a failed save, it is blinded until the end of your next turn.
Gruesome Recovery
You may forgo all of your movement, bonus, and attack actions this turn and expend a superiority dice to recover all of your thrown weapons from a 60 ft. range. Roll the superiority die and deal that damage to each creature your weapons are recovered from in this manner. You do not provoke an attack of opportunity when performing this maneuver and always end your turn where you started it.
Knockout Throw
When you take the attack action, you can expend one superiority die and choose to hit your target with the butt of your weapon, dealing non-lethal damage. If a humanoid creature is brought to 0 hit points this way, they remain at 1 hit point and fall unconscious.
Missile-Direction
When another creature damages you with a ranged attack you may expend your reaction and a superiority die to take advantage of the distraction their success has brought them and take a ranged attack action. If that attack hits, add the superiority die to the attack’s damage roll.
More Then They Bargained For
When you make a ranged weapon attack on your turn, you can expend an additional action (i.e Extra Attack, Action Surge) and one superiority die to throw a weapon from each hand simulaniously as one attack. When you do this, you throw with tremendous force with the intent to bury your weapons in your target. If that attack hits, upgrade your superiority die to 1d12 for this attack and add the superiority die to the attack's damage roll. At 18th level, your superiority die is uppgraded to 1d20 instead.
Rapid Strike
When you hit a creature with a thrown weapon attack, you can expend an action and a superiority die to strike again while the iron is hot. If the attack hits, the target must make a Dexterity saving throw against your maneuver save DC. On a failed save, the second attack lands, ignoring AC. Add the superiority die to each attacks damage rolls.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweep the Leg
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Throwing
You gain a +1 bonus to attack and damage rolls when throwing a weapon with the **thrown** property.
Always Packing
At 3rd level, you seem to always have a weapon on you. You automatically succeed in concealing up to two small hand weapons (dagger, shuriken, etc.).
Brawling
A great fighting master once said that only one who has already won would employ a form of combat designed to disarm yourself. But at 7th level you are never truly unarmed. You have studied combat relentlessly and, even unarmed, strike with deadly strength and accuracy. You gain the following benefits:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You may use maneuvers whether armed or not, treating your unarmed strikes as melee weapon attacks.
- When you gain this feature at 7th level you can roll 1d6 in place of the normal damage of your unarmed strike. This die changes to 1d8 at 15th level and 1d10 at 18th level.
- If you end your turn with no weapons drawn, you may draw up to two thrown weapons.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Double Tap
At 18th level, your precision has become unparalleled. Your skill with thrown weapons, unrivaled. The first time you take the attack action in a given turn, you may either throw two weapons or make a melee attack and throw a weapon as a single attack action. Make separate attack rolls as if these attacks were separate. These attacks do not need to target the same creature.
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