Primal Path: Path of the Pit Fighter

Some Barbarians begin their lives in slavery, kept in cages and forced to channel their rage and bloodlust for the sport and entertainment of others. For these captive warriors, there’s no choice but to walk the Path of the Pit Fighter.

Although raised outside of the wilderness that would have been their home, Barbarians of the Path of the Pit Fighter are far from civilized. Even after they’ve broken the chains that held them, Pit Fighters struggle to contain the brutality and cruelty that served them while in the pits. Molded and honed by years of competition killing, some spend their entire lives fighting against their natural instincts and ferocity, while others enthusiastically give in to their savage urges. 

Pit Trained

Starting when you choose this path at 3rd level, you may select one of the following Fighting Styles as your specialty. You can’t take the same Fighting Style option more than once, even if you get to choose again.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Skirmisher

When you are wearing light armor or no armor, you can Disengage as a bonus action following a successful melee attack.

Trident and Net

When you are wielding a trident in one hand and a net in the other, you do not have disadvantage on attack rolls made with the net. Additionally, after you make a successful attack with a net, you may make a bonus attack with your trident. 

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Belligerent Savagery

Beginning at 6th level, if a creature you’re attacking reduces the damage that you deal in any way, you may use your reaction to make an additional melee attack against that creature. 

Grisly Flourish

At 10th level, when you reduce a creature to 0 hit points while raging, choose one other creature that you can see within 30 feet. If that creature can see you, you can make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If you succeed, you gain advantage on your next attack roll against that creature and it has disadvantage on its next attack roll against you. You can use this ability only once per rage.

Bloody Finale

Starting at 14th level, while raging, if the damage you deal to the first creature you hit on your turn reduces that creature’s hit points to 0, you may deal additional damage equal to half of that total to all other creatures within 5ft of you. You can use this ability only once per rage.


Featured Image: Pit Fighter by Anderson Maia

You can download this free PDF on DriveThruRpg.


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