Fighter
Base Class: Fighter

Marauder, what do you think of when you hear the world 'Marauder'? A bloodthirsty raider with the ability to cause havok wherever they go? A gold-adorned mercenary who's skills are unmatched by anyone? Or some kind of twisted killer using various torture devices?

Why not all three?

Oil-Fueled Gadgets

When you choose this archetype at 3rd level, you create gadgets for your crossbow that are fueled by Oil Flasks.

Gadgets. You make two gadgets of your choice, which are detailed under “Gadgets” below. Many gadgets have a specific, but useful purpose when put onto your crossbow. You can use only one Gadget per Turn, until level 10 when you get to use two Gadgets per turn. Each Gadget lasts until the start of a new turn.

You make one additional gadget of your choice at 7th, 10th, and 15th level. Each time you learn new gadgets, you can also replace one gadget you have with a different one.

Oil Flasks. You have six Oil Flasks. An Oil Flask is expended when you use it. You regain all of your expended Oil Flasks when you finish a short or long rest, if you have an Alchemy Kit or Brewer's Supplies .

You gain another two Oil Flasks at 7th level and two more at 15th level.

Saving Throws. Some of your gadgets require your target to make a saving throw to resist the gadgets effects. The saving throw DC is calculated as follows:

Gadget save DC = 8 + your proficiency bonus + your Dexterity modifier

Mug

Gold, a valuable currency that some peasants may never get the pleasure of seeing, for you however, you can't go a day without grabbing the stuff. For every attack you land, roll a d6 to see how much gold you take from them.

Additionally, mark up however many attacks you land and roll d6s equal to the amount.

Marauder's Crossbow

At 3rd level, you get a regally adorned crossbow you are proficient with, dealing d10 piercing damage. Does not have the Loading Property, does not need Ammunition, and being within 5 feet of a target does not oppose disadvantage. Able to be modified with Gadgets that use Flasks of Oil. 

Gadgets

Gadgets are presented below.

Finely-Tuned Receiver

When you make a weapon attack roll with the Marauder Crossbow, you can expend an Oil Flask to add advantage to your attack roll. You can use this gadget before or after making the attack roll, but before any effects of the attack are applied.

Hookshot Bayonet

Before making a ranged attack on your turn, you can expend one Oil Flask and then fire out a barbed hook try to grapple the target from afar as a bonus action. Add the your Dexterity Modifier to Strength (Athletics) check.

Reactive Shield

When another creature damages you with a melee attack, you can use your reaction and expend one Oil Flask to produce a Shield that reduces the damage by your Proficiency Bonus + your Dexterity modifier.

Reciprocating Rotary Receiver

Before making an attack roll, you can expend one Oil Flask to double your amount of attacks, but they must all be rolled with disadvantage.

Revenge Seeker

When a creature misses you with an attack, you can use your reaction and expend one Oil Flask to make a ranged weapon attack against the creature with your Marauder Crossbow. Attack with Advantage.

Ricocheting Barrel

When you hit with a range weapon attack with the Marauder Crossbow, you can expend Oil Flask to deal damage to another creature within 30 ft. of the original target. This can happen as many times as up to your Dexterity Modifier. You cannot hit the same target twice. Amount of damage and damage type are the same.

Split Bolt Barrel

Before making a ranged weapon attack with your Marauder Crossbow, you can expend one Oil Flask to make your attack deal 4d4 piercing damage with a range of 30 ft. and if the target is Large or smaller, it must make a STR saving throw. On failure, you push the target up to 15 ft. away from you.

Hold Up

Starting at 7th level, you have Proficiency in Intimidation and have advantage when your crossbow is unsheathed. If you share a language with the person you're engaged with via an Intimidation check, you can try to converse with them to take valuables from them, or convince them to do certain actions.

Lists below follows what you can ask from the one being Held Up:

  • Gold(Amount Varies)
  • An item (Rarity Varies)
  • Services for a limited amount of time
  • Anything you can ask for, that the DM will allow.

Increased Flask Capacity

At 7th level, you can carry two more Oil Flasks that you can use.

Mount Ballista

At Level 10, you can use an Action to expend 2 Oil Flasks to mount the Marauder Crossbow with the Ballista Attachment. The Ballista Attachment drops your speed to 0, offers three-fourths cover, adds 3 to your AC, and allows you to make a ranged weapon attack for 2d12 piercing damage. The Ballista can be used indefinitely, but once the attachment is removed, another 2 Oil Flasks must be used to redeploy it.

Quick Transaction

Starting at 15th level, when you roll initiative and have no Oil Flasks remaining, you can spend 20 Gold to make one Oil Flask, up to five.

Max Flask Capacity

At 15th level, you can now hold ten Oil Flasks at a time.

Gold, Oil, and Adrenaline

At Level 18, you can expend 200 Gold or it's equivalent to use an Action Surge, and regain 3 Oil Flasks. This feature can only be used once per Short Rest.

Marauder Image

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