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Pit Fighting

Pit fighting includes boxing, wrestling, and other non lethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply to that sort of activity.

Requirements

Engaging in this activity requires five downtime days of effort from a character.

Resources

You must have one unspent hit die which will remain spent until the end of your next quest.

Resolution

The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character's opponents. The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of the character’s largest Hit Die (this roll does spend that die and is only restored after your next quest).
The DC for each of the checks is 2d4 + 5; generate a separate DC for each one. Consult the Pit Fighting Results table to see how the character did.


Pit Fight ResultWinnings
0 successesLose your bouts, earning nothing.
1 successesWin 75 gp
2 successesWin 135 gp
3 successesWin 200 gp


Winning Streak

When the character succeeds all three checks they are undefeated in their match as such the next time you perform this activity you return as the champion adding 1d10 to the DC for each of the checks for each pit fight you win until you have been defeated. You then gain additional your winnings multiplied by your winning streak.

King of the Pit

When a character is undefeated three matches in a row. They have the right to challenge the character who is the current King of the Pit, with both characters rolling for the fight as above using opposing results to determine the winner.

King of the Pit Feature
While you are grappling a creature and the creature can be moved, you can use the Attack action to make a Special melee attack, a twister. If you are able to make multiple attacks with the Attack action, this Attack replaces one of them.
When you make a twister, position the target grappled creature in to a space where they are next to you and on ground. You can then choose to make an improvised melee weapon attack against an object or another target creature other than you that is within 5 feet of the grappled creature. On a hit both the target and the grappled creature suffers 3dX bludgeoning damage where the X is the Hit Die of the grappled creature. The grappled creature is considered to be a melee weapon for you when performing this Special attack.
After you have used a twister, the grappled creature is not grappled by you anymore.


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