Fighter

Pit Fighter (Martial Archetype)

Any good pit fighter will tell you, it doesn't matter how well you fight — all the crowd cares about is blood, and they don't care if it's yours or the other guy's. So if you want to survive your time in the pit, make sure the people get their blood, and lots of it. If you're lucky enough, the audience will be on your side, you'll feel the roar of the crowd pounding in your chest, and nothing can stop you.

Pit Fighter Features
Fighter Level Feature
3rd Crowd Pleaser, Showstopper
7th Unbearable Ham
10th Insult to Injury
15th Cheap Shot
18th Victory Rush

Crowd Pleaser

At 3rd level, you know what makes for a good show. You gain proficiency in the Performance skill.

If you are already proficient with that skill, you gain proficiency in any one of the following skills instead: Acrobatics, Animal Handling, Athletics, Deception, Intimidation or Sleight of Hand.


Showstopper

By 3rd level, it's become clear to you that all audiences love a thrilling spectable. Whenever you use your Action Surge feature, you gain one of the following benefits depending on the type of action you make with your additional action:

  • Attack: Attacks made this way are made with advantage.
  • Dash or Disengage: You may make an attack at any point of your movement.
  • Dodge: Until your next turn, if a enemy within your reach misses you with an attack, you may make a melee attack against that enemy as a reaction.
  • Help: If you use this action to aid an ally in attacking a creature and that ally's attack hits, you may make a melee attack against that enemy as a reaction.

Unbearable Ham

By 7th level, your sheer force of personality becomes impossible to contain. You gain proficiency in Charisma saving throws.

Additionally, you gain advantage in Performance checks to goad, insult or celebrate.

Insult to Injury

By 10th level, you resort to all sorts of underhanded tactics to obtain victory. Once per turn, if you hit an enemy with a weapon attack made with advantage, you may impose one of the following penalties on that enemy until your next turn:

  • Cripple: That foe's speed is halved and cannot take the Dash or Disengage actions.
  • Disorient: That foe cannot take reactions and has disadvantage on Strength and Dexterity checks.
  • Taunt: If that enemy makes an attack against any other creature, that attack is made with disadvantage.

Cheap Shot

Starting at 15th level, you've mastered hitting an enemy when their guard is low. Attacks you make as a reaction are always made with advantage.

Victory Rush

At 18th level, you get exhilarated by a daring comeback. Once per turn, when you score a critical hit with a weapon attack, you regain hit points equal to 1d10 + your fighter level.