Fighter
Base Class: Fighter

Blade Scoundrel

Those who seek the way of Blade Scoundrel do not limit themselvs with foolishry of honor and diligence. Rather, they do what ever they wish to do, when ever they think it is in their best intrest.

For a Scoundrel, dirty fighting is the choice way of combat, as they could not be bothered with learning precision techniques nor martial manouvers. Tactical retreats, powerful counters, relentless onslaught and wielding of any weapon that might fall at their hands is what makes common scoundrel into a blade scoundrel.

As a duelist style character, your role is to pick out isolated targets and take them out by any means necessary.

Way of Blades

starting at 3rd level when you choose this archetype, you gain ability to steal weapons off of creatures that you kill.
 If you kill an creature with a melee weapon attack, you can steal the weapon that creature is wielding in same motion. If you do not have free hand, you can leave your weapon stuck into creatures body.
 After stealing a weapon off of a creature, you can use your bonus action to perform attack with that weapon against enemy 5 feet of previous target.

Honed Reflexes

Beginning when you choose this archetype at 3rd level, you have become capable of following the flow of battle. Your passive perception during battle is increased by 2 and you are able to use two new reactions.

  • Evade
    When hostile creature enters into your attack range, you can spend your reaction to move 5 feet away from creature. Creature you moved away from has a disadvantage on attack rolls against you.
  • Counter
    When you are being targeted with melee attack, you can call out for a counter. You roll for attack. If your attack connects against the creature, you get creatures attacks damage die in addition to your own. Creature is still capable of landing their own attack.

Dirty Fighting

At 7th level, your dirty style of fighting reaches new heights. When creature you target has no other creatures allied to it inside 5 feet radius, you can use dirty fighting. You gain 4d6 dies of Dirty fighting which you spend, one per attack, to add into attack rolls.
 You recover all dies after a long rest, or half of the dies (rounded down) after short rest.

You gain additional dirty fighting die at levels 12, 14 and 16.

Scoundler arts.

starting at 10th level, you become capable of Scoundrels masterful display of dirty fighting in battlefield.

Each time you use one of your Dirty fighting dies, you can use your bonus action for additional attack. Your choice of action determines the effect to attack roll you gain.

  • Shin kick; Before striking your enemy, you kick them on the shin. Creature rolls dexterity or strenght saving throw and if it fails, creature is knocked prone.
  • Sand toss; Before striking your enemy, you throw sand at their eyes. Creature rolls constitiution saving throw and if it fails, creature is blinded until end of their next turn.
  • Sucker punch; After striking your enemy, you strike them with a sucker punch. Roll another attack roll. Punch deals 1 + strenght modifier (or unarmed weapon die + modifier) bludgeoning damage.

Hack, Slash and Cut

Starting at level 15, you can perform indiscriminate flurry of odd blows. When attacking you can target up to two more creatures with in your melee range. You roll separate attack roll against each creature.

 You can perform Hack, Slach and Cut twice, restoring both uses after a short rest.

Quick blows

At 18th level, each consecutive attack against same target gains stacking +1 to attack roll. (first attack +0, second +1, third +2). Stacking lasts until end of your turn.

Previous Versions

Name Date Modified Views Adds Version Actions
4/16/2019 6:41:32 AM
166
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes