Base Class: Fighter
A Lightly armoured sellsword irritates an armoured Knight by dodging blows, triggering their opponent before striking home without fear of reprisal. A warrior in full plate trusts his cuirass to stop a savage cut his own blade sends a head flying. A berserker with a handaxe and short sword drops the axe, freeing his hand to entrap a weapon arm and gutting his enemy with vicious stabs.
These are the cut throats, warriors without creed or code, the sellswords and savages. No knightly apprenticeship or combat academy taught them battle, for they rise from the humblest origins and earn prestige through luck, wit and strength of arms. A cut throat seizes the advantage at the moment it presents itself, knowing that to falter or gloat before the enemy is finished is to risk death oneself.
Combat Pragmatics
Beginning at 3dr level when you choose this archetype, you learn a number of tricks, techniques and quirks of combat that works for you even if they wouldn't for anyone else:
- You are particularly deadly in the chaos of close quarters when you are grappling a creature your attacks against it are made with advantage
- Your dirty tricks in combat surprise your enemies. As a bonus action, you can make a Dexterity (Sleight of hand) or a Charisma (Deception) Check against the wisdom (Insishgt of a creature) within 5 feet of you. If you succeed on it the creature has disadvantage on attack rolls against you and the Enemy cant use its reaction until the start of your next turn. When you succeed or fail you cannot attempt this ability against that creature again for twenty-four hours.
Street Schooled
At 3rd level, Your crafty techniques have given you abnormally dextrous fingers you gain proficiency in (Sleight of hand) and a toolkit of your choice
Not Today
At 7th level, you protect yourself in unconventional ways. you can use one of the following options as a reaction when you are hit by an attack but before the damage is rolled:
- Humanoid Shield. If you are grappling a different creature than your attacker and it is your size or smaller, you can move 5 feet into an unoccupied space without provoking opportunity attacks and pull the grappled creature into your vacated space the creature becomes the target of the triggering attack instead of you.
- Take the Blow. You know the strengths of your armour redirecting tricks to where they do little harm. you reduce the attack's damage by your proficiency bonus + your armour class
you can use these abilities a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Cut your losses
Beginning at 10th level, you are adept at catching your breath and responding even in the heart of combat when you use your second wind or action surge feature, you do not provoke opportunity attacks until the end of your turn.
Cheap shot Expert
At 15th level when you make a melee weapon attack with advantage add 1d6 to your weapon damage.
In addition, you now have expertise in the (Sleight of hand) skill.
Steal the kill
Beginning at 18th level when a creature you can see takes a critical hit you can as a free action move up to your speed without provoking opportunity attacks and make one melee attack with advantage against that creature.
Previous Versions
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