Fighter
Base Class: Fighter

Fighters come in many shapes and sizes. Most receive martial training and are well-equipped. Some however learn to fend for themselves using whatever they get. Scrappers are fighters who fight using anything they have at hand, and still gain the upper hand.

Scrounge and Lunge

3rd level Scrapper feature

You learn to hope for the best and make do with what you get. You gain proficiency with improvised weapons, and they deal 1d6 damage instead of 1d4. Additionally, level 7 onwards, attacks made with improvised weapons count as magical to overcome resistance and immunity to non-magical weapons.

Also, when you reduce a creature's HP to 0 using an improvised weapon, your walking speed increases by 10 ft. till the end of your next turn. This effect can stack a maximum of twice.

Adaptive Combat

3rd level Scrapper feature

At 3rd level, you learn to adapt your combat style to your surroundings. Whenever you use an improvised weapon, you can choose one of the following benefits. You can choose a different benefit each time you use an improvised weapon, and you regain the ability to choose when you finish a short or long rest.

Level 15 onwards, you can choose an additional benefit.

Destructive Expertise

When you score a critical hit with an improvised weapon, you roll one additional weapon damage die.

Disorienting Strike

On a successful attack, the target must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is disoriented until the start of your next turn, granting advantage on attack rolls against it.

Unpredictable Assault

When you take the Attack action with an improvised weapon, you can make an additional attack as a bonus action.

Creativity off the Charts

7th level Scrapper feature

Your proficiency now extends beyond just simply hitting stuff. Now you can do even more things with your weapons.

  • Your improvised weapons can now be affected by fighting styles, and you can choose one additional fighting style while you hold the weapon. This fighting style must come from the following list: Thrown Weapon Fighting, Dueling, Great Weapon Fighting, Two Weapon Fighting.
  • If your improvised weapon deals bludgeoning damage, once a turn when you hit you can force the creature to make a Strength save (DC 8 + your proficiency bonus + your Strength modifier). On a failure, the creature is knocked prone.
  • If your improvised weapon deals piercing damage, once a turn when you hit you can wound the target and make them bleed, making them take extra 1d4 piercing damage.
  • If your improvised weapon deals slashing damage, once a turn when you hit you can weaken your foe and reduce their speed by 5 ft.
  • Your improvised weapons can do additional effects depending on what they are, as the DM rules it.

Lethal Improvisation

10th level Scrapper feature

You are now able to deal even more damage, and accurately as well. When you use an improvised weapon, you gain a +1 bonus to your attack and damage rolls. Additionally, your save DCs for your features increases by 1.

This bonus increases to +2 at level 15, and +3 at level 18.

Chaotic Adaptation

15th level Scrapper feature

You've become adept at adapting to different situations on the fly. You gain the following abilities:

  • Quick Hands: You can draw or stow an improvised weapon as part of the same action you use to attack with it.
  • Improvised Arsenal: You can choose to use an improvised weapon as if it had the properties of another weapon that you are proficient with. The object must deal the same type of damage as the weapon. For example, you could treat a chair leg as a maul, or a glass bottle as a rapier. This choice must be made when you make the attack.

Adrenaline Rush

18th level Srcapper feature

When you push yourself beyond your limits, the universe helps you out. When you use your action surge feature, you gain the following benefits till the start of your next turn.

  • Your improvised weapon attacks score a critical hit on a roll of 19 or 20.
  • Once a turn, when you make an attack roll with an improvised weapon, you treat a roll of 9 or lower on the d20 as a 10.
  • You have advantage on saving throws against spells and other magical effects that would disarm or incapacitate you.
  • When you're wielding an improvised weapon, you gain a +2 bonus to your AC.

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