Fight Club

Fighter: Gladiator

Arena Fighter

When you take this archetype at 3rd level, your training in the arena gives you mastery of fighting techniques that are as unique as they are brutal. You gain the following benefits while using weapons you are proficient with:

  • You can roll a d6 in place of the normal damage of Improvised Weapons. Also, as a bonus action, you can make an attack with your shield. Treat it as an Improvised weapon. If you use this feature, you lose the AC bonus granted by your shield until the beginning of your next turn.
  • Once per turn, you can use your reaction to add your Charisma modifier to your AC against one melee attack that would hit you. To do so you must be able to see the attacker.
  • Whenever you take the Attack action, you can use your bonus action to Shove an opponent.

Crowd Pleaser

At 3rd level, you gain proficiency in Intimidation or Performance. If you are already proficient, you gain proficiency in another skill of your choice from the Fighter starting skill list.

Robilar's Feint

By offering Robilar's Feint, you absorb damage to place yourself in an advantageous position. When you reach 7th level, you can take an action to adopt a fighting stance that invites attackers, giving the next creature who attacks you advantage on their attack rolls. If a creature attacks you in this way, you have advantage on attack rolls against the first creature you attack until the end of your next turn.

Bloodsport Showman

Starting at 10th level, blending acting prowess, charm, and fighting skill has become seamless for you. You can add either your Strength or Dexterity modifier to any Charisma based skill check.

Roar of the Crowd

Beginning at 15th level, your lust for battle, blood, and glory soar to new heights. Once per short rest, whenever you reduce a creatures hit points to 0, or score a critical hit, all friendly creatures within 30 feet that can see you gain temporary hit points equal to your proficiency bonus + your Charisma modifier. Temporary hit points granted by this ability go away after 10 minutes.

God of the Arena

When you reach 18th level, you have gained a legendary reputation for being unkillable in the arena. Melee damage you take is reduced by a number equal to your Charisma modifier.

Additionally, you can use your Second Wind ability when you drop to 0 hp.


Credit: Ji Bae Park

Fighter: Beast Knight

The Beast Knight is a fighter who adopts specific traits of beasts in battle to gain an edge against their enemies.

Marks

When you take this archetype at 3rd level, you learn to channel the abilities and aspets of beasts in the form of Marks. You perform a ritual over the course of 1 hour, which can be done during a short rest. After this ritual, choose a Mark from the following list. You can only have one Mark active at any time.

You can perform the ritual again to choose a different Mark.

  • At 3rd level, you gain the Minor Mark, and gain that ability or property.
  • At 7th level, you gain the Major Mark, and gain that ability or property.
  • At 15th level, you gain the Perfect Mark, and gain that ability or property.

Primal Mind

Also at 3rd level, you gain proficiency in Animal Handling, Nature, or Survival (choose one).

Nature's Herald

Beginning at 10th level, you can cast Speak With Animals at will, without expending a spell slot.

Beastmaster

When you reach 18th level, you can use your bonus action instead of a ritual to activate a different Mark.

Marks

Mark of the Chitin

This mark represents dangerous crawlers of insectoid nature.

Minor. You gain resistance to Poison damage.

Major. Once per short rest, you can use a bonus action to gain Blindsight for 1 minute.

Perfect. When you use your Second Wind ability, you also remove the Poisoned effect, and any diseases.

Mark of the Feather

This mark represents regal and majestic creatures who soar on high.

Minor. Creatures cannot make opportunity attack rolls against you if you successfully hit them on your last turn.

Major. You have advantage on Wisdom (Perception) checks that rely on sight.

Perfect. If you attack an enemy from above, and move at least 15 ft. in a straight line, you gain advantage on the first attack roll.

Mark of the Herd

This mark represents the massive, majestic, four legged beasts that exemplify sheer power.

Minor. If you move at least 20 ft straight towards a target, and then hit it with a melee weapon attack on the same turn, the target takes an additional 2d6 bludgeoning damage, and it must succeed on a Strength saving throw (DC= 8 + your profieciency + your strength) or be knocked prone.

Major. You have advantage on saving throws to resist being shoved or knocked prone.

Perfect. Whenever you attack a prone target, you can use a bonus action to make an addtional attack.

Mark of the Predator

This mark represents any number of apex predators adept in hunting down their prey.

Minor. You have advantage on the first Attack roll of your turn against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Major. With a 10-foot running start, you can long jump up to 25 ft..

Perfect. When you reduce a creature to 0 hit points with a melee Attack on your turn, you can take a Bonus Action to move up to half your speed and make an additional Attack.

Mark of the Scale

This mark represents all scaled beasts reptillian in nature, utilizing their specialized traits to defeat foes.

Minor. Whenever you take the Attack action, you can use your bonus action to attempt a grapple.

Major. You can hold your breath for up to 1 hour.

Perfect. When you have a creature grappled, the creature is Restrained. You cannot make weapon attacks against it, or initiate another grapple with a different target.

Mark of the Simian

This mark represents the dangerous and feral humanoids known to dominate their enemies.

Minor. You can now wield two handed weapons in one hand as long as they don't have the Reach or Ranged properties.

Major. Your climb speed is equal to your walk speed, and your standing jump distance is doubled.

Perfect. Whenever you miss a melee weapon attack, you can attempt a single unarmed strike.

Fighter: Sadist

The Sadist is a twisted fighter who takes pleasure in the pain of others. They use unorthodox and brutal techniques with not only the intent to kill, but to maim and prolong torture as well.

Cruel Methods

When you choose this archetype at 3rd level, your sadistic nature gives you access to special talents that are fueled by Cruelty Points.

Talents. Talents are Special Attack actions. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. You learn three talents from the talent list. You can use only one talent per attack action. You gain more features as you gain levels in this subclass.

You learn two additional talents at 7th, 10th, and 15th level. Each time you learn a new talent, you can also replace one talent you know with a different one.

Cruelty Points You start with 0 Cruelty Points, and the maximum number that you can have cannot exceed your fighter level. You can spend these points to fuel various skills. You gain Cruelty Points through any of the following:

  • You gain 1 Cruelty Point on your first turn in combat if no other enemies have taken a turn yet.
  • You gain 1 Cruelty Point whenever you damage a creature in which you also damaged last turn.
  • As a bonus action, spend 1 hit die and gain a number of Cruelty Points equal to the amount rolled divided by half.

You lose all Cruelty Points if you have not attacked or been attacked for 1 minute.

Saving Throws. Some of your talents require a saving throw to resist it's effects. The saving throw DC is calculated as follows:

Cruelty save DC= 8 + your proficiency bonus + your Intelligence modifier

Bloodhound

Beginning at 7th level, you can add your Intellgience modifier to any Wisdom (Perception) or Wisdom (Survival) check against any creature that don't have all its hit points.

Seasoned Interrogator

At 10th level, you are proficient in the Intimidation skill, and your proficiency bonus is doubled for any check you make that uses that skill. Additionally, you can add double your proficiency bonus to any Charisma (persuasion), Charisma (deception), or Wisdom (insight) check made against a target that is stunned, restrained, or paralyzed.

Sadistic Glee

Starting at 15th level, if you have no Cruelty Points remaining at the start of your turn, you gain 1 Cruelty Point.

Vile Intent

When you reach 18th level, you can use a number of talents per attack action equal to your Intelligence modifier.


Talents

Bloodletter. Spend 2 Cruelty Points, and the next time you deal damage to target enemy you gain temporary hit points equal to the damage dealt divided by half.

Brand. You can spend 1 Cruelty point to mark target enemy that you've damaged. Enemies marked by your Brand have disadvantage against saving throws to resist being Frightened. This effect lasts for 1 minute. Multiple targets can be affected by this ability simultaneously.

Death's Reward You spend 6 Cruelty Points and make a melee weapon attack. If the attack hits, it deals an additional 2d8 psychic damage. If this attack reduces a creature to 0 hp, you gain temporary hit points equal to any remaining points of damage.

Devastation. You spend 2 Cruelty Points, and the creature you are attacking must make a Charisma saving throw. On a failed save, they cannot take the attack action until the beginning of their next turn.

Expose. You spend 2 Cruelty Points, and grant advantage to the first attack roll any ally makes against target enemy that you attacked this round.

Garrote. Attacking the throat, you attempt to silence your enemy. Spending 4 Cruelty points, target enemy within 5 ft of you must make a Constitution saving throw or be Silenced for 1 round.

Gouge. You attempt to blind your oponent. You spend 4 Cruelty points for this attack. The target must make a Dexterity Saving throw. On a failed save, they are blinded for 1 round.

Hamstring. You attempt to sever a vital tendon, shutting down an enemies mobility. You spend 1 Cruelty point for this attack. If it hits, it deals no damage, but the target's speed is halved for a number of rounds equal to your Intelligence modifier.

Kick. You can spend 1 Cruelty Point to deliver a powerful unarmed strike to break down your enemies defense. If they are currently concentrating on a spell or effect, they roll their Concentration saving throw at disadvantage. This attack also ignores disadvantage if the enemy has taken the Dodge stance.

Kidney Shot. You can spend 3 Cruelty points to severely weaken your enemy. The target must make a Constitution Saving throw. On a failed save, they gain 1 level of exhaustion.

Lamb to Slaughter. Your lust for blood reaches new terrifying heights. You can spend 6 Cruelty Points to force enemy that can see you to make a Wisdom saving throw or be Paralyzed with fear until the end of your next turn.

Probing Strike. You lash out wildly not with intent to harm, but to probe for weaknesses in an enemies defense. You spend 3 Cruelty Points, then add your Intelligence modifier to attack rolls and damage to your attacks until the beginning of your next turn against the same target.

Rending Strike. You can spend 3 Cruelty Points to rend the target, causing them to bleed profusely and take additional damage equal to half the damage dealt at the beginning of their next turn.

Rupture. You can spend 2 Cruelty Points to destabilize your enemy. The target must make a Constitution saving throw, or be deafened for 1 round.

Stalk. You can spend 1 Cruelty Point, and the next time your target moves, you can use your reaction move half your movement speed towards it.