Path of the Pit Fighter

Some barbarians learn to fight in brawls around a bonfire, wrestling matches in mead halls, and as ritual combatants in their tribe’s celebratory games.

Such barbarians are pit fighters, and they fight and live for glory. Excelling in close quarters, barbarians of this path are accustomed to destroying their opponent’s armaments for show before going in for a finishing blow. With every victory, a pit fighter’s power grows — not just physical prowess, but their ability to sway the emotions of all who see them in action.

Hardened in the Ring

When you select this primal path at 3rd level, you’ve learned tactics proven to please crowds and demoralize foes. If you successfully grapple or hit a creature with an unarmed strike on your turn, you can use a bonus action to Sunder an object that creature has.

Crowd Favorite

By 6th level, you know how to put on a show and have developed a threatening reputation. You add double your proficiency bonus to any ability check that uses either Performance or Intimidation.

Pugilism

At 10th level, you may use a bonus action to make an unarmed strike and add your Strength modifier twice instead of once to the damage on a successful hit. You can do so a number of times equal to your Constitution modifier and regain any expended uses at the end of a long rest. If you finish a short rest and have 0 uses of this feature, you regain 1.

In addition, when you deliver a critical hit from an unarmed strike, the target must succeed on a Constitution saving throw (save DC = 8 + your proficiency bonus + your Strength modifier) or be stunned until the end of your next turn.

Spectacle Killing

At 14th level, your training as a gladiator has taught you how to make a show of delivering lethal strikes. A gruesome attack is especially demoralizing for your foes and invigorating for your allies. When you kill a creature or deliver a critical hit, creatures of your choice within 30 feet of you that can see or hear you must succeed on a Wisdom saving throw with a DC equal to your passive Strength (Performance) score. On a failure, creatures are frightened until the end of your next turn. If the creature succeeds on its saving throw, it can’t be affected by this feature for 24 hours.

Creatures friendly to you with 30 feet that see the triggering hit gain temporary hit points equal to your barbarian level.

Once you use this feature, you must finish a short or long rest before you can do so again.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

This is not the complete section 15 entry - see the full license for this page