Fighter
Base Class: Fighter

Numismatists, collectors and connoisseurs of coins, are adept at using those small, shiny, unassuming metal disks as precision weapons.  

As a numismatist, the coins in your inventory become deadly throwing weapons. Higher denominations deal more damage, but keep in mind that there's no guarantee that you'll be able to retrieve the coins after the fight!

Bits and Bobbles

At 3rd level, your powers of discernment have sharpened. You gain proficiency in either Perception or Investigation. Additionally, you gain a +1 bonus to Charisma when speaking with merchants and business-owners.

Toss A Coin

At 3rd level, you gain the ability to use coins as weapons. All denominations in your inventory are considered to be Finesse, Light, Thrown (range 25/50). You choose the damage type before rolling to attack, either slashing (coin edge) or bludgeoning (coin face). 

Each denomination corresponds to different damage dice:

  • Copper: 1d4
  • Silver: 1d8
  • Electrum: 1d12
  • Gold: 2d6
  • Platinum: 3d6

Ricochet Shot

At 7th level, your "missed" shots are not always misses. When you fail an attack roll with a coin, you may use a bonus action to reroll the attack against any target within range. If you choose the same target, your attack roll gets a -2 penalty.

Greedy Shot

At 7th level, you gain the ability to call your shots. Before rolling to attack, you may select a body part of your target. If you do, your attack or damage will take a penalty. On a successful hit, you may apply the corresponding effect. NOTE: The target must possess and use the selected body part.

  • Eye: -2 to attack roll. The target is Blinded until the start of your next turn.
  • Hand: -2 to attack roll. The target must make a CON save equal to 10 plus your Dex modifier. On a failed save, the target drops any weapon or item they are holding in that hand.
  • Head: -4 to damage roll, requires a gold or platinum coin which is destroyed by the attack. The target is Stunned until the start of your next turn.
  • Knee: -2 to damage. The target gets -5 feet movement speed for 1 minute.

Flip For It

At 10th level, you become preternaturally lucky. Whenever you fail a saving throw, you may flip a coin. On heads, you succeed instead.

Sticky Fingers

At 15th level, you become preternaturally dexterous. Gain +2 to Sleight of Hand checks.

Additionally, whenever you take the Disengage action, you may first make a Sleight of Hand check to steal from an enemy within 5 feet of you. If successful against the opponent's opposed Perception, Strength, or Dexterity roll (DM's choice), roll 1d6:

1-2: Steal 5 Silver

3-4: Steal 5 Gold

5: Steal 1 random item the enemy is not holding in their hand

6: Steal 1 item of your choice from the enemy, including an item they are wearing or holding in their hand.

Master of Coin

At 18th level, damage from your coin attacks is increased:

  • Copper: 2d4
  • Silver: 2d8
  • Electrum: 2d12
  • Gold: 4d6
  • Platinum: 3d10

 

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