Pit Fighter (5e Class)
Pit Fighter
<!-Introduction Leader->
Creating a Pit Fighter
- Quick Build
You can make a pit fighter quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Pit Fighter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Pit Fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Pit Fighter level after 1st
- Proficiencies
Armor: None.
Weapons: Simple Melee Weapons, improvised weapons.
Tools: Choose one musical instrument or Disguise kit.
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, or Performance.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Brawler | Stam Points | Signature Move | Features |
---|---|---|---|---|---|
1st | +2 | 1d4 | — | — | Unarmored Defense, Brawler |
2nd | +2 | 1d4 | 2 | — | Improved Grappler, Rookie |
3rd | +2 | 1d4 | 3 | 1d6 | Wrestling Style, Signature Move |
4th | +2 | 1d4 | 4 | 1d6 | Ability Score Improvement, Comeback |
5th | +3 | 1d6 | 5 | 1d6 | Extra Attack |
6th | +3 | 1d6 | 6 | 1d6 | Focused Strike, Wrestling Style Feature |
7th | +3 | 1d6 | 7 | 2d6 | Main Eventer |
8th | +3 | 1d6 | 8 | 2d6 | Ability Score Improvement |
9th | +4 | 1d6 | 9 | 2d6 | Persona |
10th | +4 | 1d6 | 10 | 2d6 | Finishing Move |
11th | +4 | 1d8 | 11 | 3d6 | Wrestling Style Feature |
12th | +4 | 1d8 | 12 | 3d6 | Ability Score Improvement |
13th | +5 | 1d8 | 13 | 3d6 | Superstar |
14th | +5 | 1d8 | 14 | 3d6 | Woke |
15th | +5 | 1d8 | 15 | 4d6 | Extra Attack (2) |
16th | +5 | 1d8 | 16 | 4d6 | Ability Score Improvement |
17th | +6 | 1d10 | 17 | 4d6 | Wrestling Style Feature |
18th | +6 | 1d10 | 18 | 4d6 | — |
19th | +6 | 1d10 | 19 | 5d6 | Ability Score Improvement |
20th | +6 | 1d10 | 20 | 5d6 | Legend |
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.
Brawler
At 1st level, your training gives you mastery of combat styles that use unarmed strikes, improvised weapons, and simple melee weapons that do not have the two hand property.
You gain the following benefits while you are unarmed or using improvised, or simple melee weapons you are proficient in:
- You can roll a 1d4 in place of the normal damage of your unarmed strike or improvised weapon. This die changes as you gain pit fighter levels, as shown in the Brawler column of the Pit Fighter table.
- When you use the attack action with an unarmed strike, improvised, or simple melee weapons on your turn, you can make one unarmed strike as a bonus action. For example, if you take the attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Improved Grappler
You’ve developed the Skills necessary to hold your own in close--quarters Grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Rookie
Starting at 2nd level, you begin to build your move set starting with Rookie moves. To execute a move Stamina (Stam) points. Each move expends a number of Stam points. Your pit fighter level determines the number of Stam points you have, as shown in the Stam Points column of the Pit Fighter table. Stam points are recovered after a long rest.
As a Rookie you gain the following Moves:
- Pummel
Immediately after you take the attack action on your turn, you can spend 1 Stam point to make two unarmed strikes as a bonus action.
- Patient Defense
You can spend 1 Stam point to take the dodge action as a bonus action on your turn.
- Reversal
When an enemy attacks and misses, as a reaction you may use 1 Stam point to make an unarmed strike.
Wrestling Style
At 3rd level, you chose a style. Choose between Powerhouse, Submission Artist, and High Flyer, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at the 6th, 11th, and 17th levels.
Signature Move
Upon reaching 3rd level, you have perfected a unique signature move that excites the crowd. When grappling, as a bonus action may add damage to a successful attack. The number in the Signature move column in the Pit Fighter table is the amount of damage added. After a successful signature move, the target is no longer grappled.
Additionally, the target must make a Constitution check of 8 + Damage Dealt or be stunned until the end of your next turn.
Signature moves can be performed a number of times equal to half your Pit Fighter level. Performing a long rest recovers all your signature move uses.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Comeback
At 4th level just when you think you might be down for the count, you are able to dig deep and turn the situation in your favor. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Pit Fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
The number of attacks increases to three when you reach 15th level.
Focused Strike
Starting at 6th level, your focus on fighting unarmed has evolved to a point where your unarmed strikes are now considered magical for the sake of overcoming damage resistance.
Main Eventer
Your stardom has grown to a point where you are now participating in main events, and brawling with the best.
As a Main Eventer you gain the following moves:
- Hammer Throw
While grappling, you may expend 2 Stam points to attempt an Athletics check opposed by the targets Athletics or Acrobatics (targets choice) to throw the target in any direction up to the targets remaining move speed. The target must have move speed available, and this uses up the targets remaining movement for that round.
If the target is thrown into an object, they take your Brawler damage + Your Strength modifier as bludgeoning damage. The object also takes the same amount of damage. If the object has Dexterity, then the object may attempt a Dexterity saving throw to avoid all damage, and the target runs through.
If at any point during the targets path, the target would fall due to an elevation change, they may make a Dexterity saving throw to avoid the fall, or make an Athletics check to jump the elevation change at advantage.
- Clothesline
When you take the dash action and move at least your move speed in a straight line you may attempt to knock prone anyone in your path or 5 feet on either side of the path. For each target you must expend 1 Stam point and roll an attack. On success the target(s) takes your Brawler damage + your Strength modifier. Additionally the target(s) hit must make a Strength saving throw or be knocked prone. On a successful save and you leave the targets threat range, they may make an attack of opportunity.
- Adrenaline
As a reaction you can pump yourself up. You may use Stam points to grant you Temporary Hit Points. When you use Adrenaline as a reaction you gain 1d6 + your Constitution Modifier per stamina point. You may use a number of Stam points equal to your Pit Fighter level at once. When you are no longer in battle, all Temporary Hit Points are lost, if any still remain.
Persona
Beginning at 9th level, you find your stardom increasing to a point where people perceive you as a good guy or bad guy in your wrestling persona. At the end of every long rest you must choose to be a Face or Heel. Each choice has their advantage and disadvantage.
- Face
As a Face you favor protection of your friends over your own well being. You may challenge a number of targets up to your Charisma modifier at a time. Challenging these targets imposes disadvantage on any attacks against those you deem friendly, unless the target succeeds at a Charisma saving throw. The target is aware of the disadvantage.
You gain advantage on all Persuasion checks, but disadvantage on all Intimidation checks
- Heel
As a Heel your only priority is yourself. You may plead or intimidate a number of targets up to your Charisma modifier at a time to seek out new prey. These targets are imposed with a disadvantage on any attacks against you, unless the target succeeds at a Charisma saving throw. The target is aware of the disadvantage.
You gain advantage on all Intimidation checks, but disadvantage on all Persuasion checks.
Finishing Move
At 10th level you have mastered your most deadly move. Competitors fear it, while fans cheer for it. When using your signature move, and the damage dealt reduces the target to 0 it is considered a finishing move. As a result you gain an extra use of your signature move.
Superstar
At 13th level you are among the most talented and competitive Pit Fighters. Fans adore you, and chant your name in worship. You have expanded your move set to include the most difficult and entertaining moves.
As a Superstar you gain the following moves:
- Powerslam
While grappling You take the attack action, and as one of your attacks you may attempt to slam the target to the ground prone. Using 1 Stam. The target must succeed on a Strength or Dexterity saving throw or fall prone and take your Brawler damage + your Strength Modifier. Upon falling prone you may choose to grapple the target on the ground as a free action.
- Superkick/Power Punch
When you take the attack action, instead you may attempt to knock the target prone and stunned. On a successful hit you do your brawler damage + your Strength modifier. Using a minimum of 1 Stam point up to a max of 5 Stam points you add 1d6 per Stam point of extra damage. The target then must make a Constitution saving throw of 8 + damage dealt or fall prone and stunned. Stun lasts until the end of your next turn.
- Most Electrifying
By adding some additional flare to your moves, you electrify the crowd and your damage. As a free action you may use 1 Stam point to turn all your damage for that round into lightning damage.
Woke
By 14th level you have truly found yourself as a Pit Fighter. You have mustered the courage to defeat monstrosities of all types. Physically and/or emotionally you have traveled the multiverse gaining insight very few have attained. You are now Woke to the cosmos, and are proficient in all saving throw types.
Improved Comeback
At 18th level you have further improved your ability to come back from the brink of defeat. You can now use Come Back twice. Finishing a short or long rest regains the use of this ability.
Additionally Come Back may now be used while you are at 0 hit points and not dead.
Legend
At 20th level you have reached the apex of what it is to be a Pit Fighter. You have seen and done it all. becoming a household name even to those who do not follow pit fighting. Even your most brutal rivals cannot deny your success, and respect you for it.
As a Legend you are always ready to rumble no matter what. When you roll initiative, you always start the battle with at least 5 Stam points. As well, if you choose to wrestle as a downtime activity, you draw in large crowds on your name alone. Your take home gold is 10 times more than usual.
Powerhouse
- Titan Strength
When you choose Powerhouse as your subclass at level three, you are now considered one size category larger than your current size, in regards to grappling, and shoving.
- Immovable Object
At level 6 you become tough to take down. As a Reaction when you take damage that would reduce you to 0 hit points, you may stand strong and go to 1 hit point instead. You may use this ability a number of times equal to your Constitution modifier. You regain all uses of this ability after a long rest.
Additionally you have advantage when attempting to resist being knocked prone by creatures smaller than yourself.
- Unstoppable Force
At 11th level you are able to enhance any of your attacks with a massive amount of force. On a successful attack you may use up to 5 stam points to add 1d6 extra damage per stam point. If the target is an object, construct, or undead the added damage is 2d6 per stam point instead.
- Perseverance
At 17th level, your will to push through possible failure is overwhelming. If your total for a Strength check is less than you Strength score, you can use that score in place of the total.
Submission Artist *WIP*
- Submission Wrestling
When you choose Submission Artist as your subclass at level three, you no longer have disadvantage on attack rolls to the target that you are restraining.
Additionally you may use your Signature Move on a restrained target.
- Choke Out
At 6th level, while restraining a target you may choose to silence the target as a free action. A silenced creature can no longer speak, or cast spells requiring Verbal components. The silence lasts until you choose to drop it, or the target is freed from the restrained condition.
Multiclassing
Prerequisites. To qualify for multiclassing into the pit fighter class, you must meet these prerequisites:
Proficiencies. When you multiclass into the pit fighter class, you gain the following proficiencies:
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