Fighter
Base Class: Fighter

MARAUDER
All raiders seek glory in battle and the spoils that come
from a life full of successful raids. Yet only a few live
long enough to achieve these aims.

A marauder demonstrates leadership via small skir-
mishes at first and slowly they build upon their reputa-
tion. As their glory rises, so do their opportunities.

The marauder understands how to control any battle-
field they find themselves upon, from the deck of a ship

being tossed by a foul storm to the wind-tossed tundra of

the north. They minimize their own losses while inflict-
ing great damage upon their enemies.

A true leader leads by ferocious stubbornness and the
marauder is no exception.
Control the Battlefield
Starting when you choose this archetype at 3rd level,
you may attempt to shove a creature as a bonus action,
and if the creature you are trying to shove is already
prone, you automatically succeed on your check to
shove them. In addition, when you shove a creature and
choose to push them, you can push them up to 10 feet
away instead of 5 feet.
Withdraw
Starting at 3rd level, when you take damage from a
melee attack, you may use a reaction to move 10 feet

away from the attacker without provoking opportu-
nity attacks. The attacker may then use their reaction to

move 10 feet directly towards you. Their movement can
provoke opportunity attacks as it normally would.

Clear the Decks
Starting at 7th level, you may use an action to strike
the ground. All creatures within 5 feet must make a
Strength saving throw against a DC equal to 8 + your
proficiency bonus + your Strength modifier. A creature
that fails the saving throw is pushed 10 feet from you
and knocked prone.
Rampage
Starting at 10th level, whenever an allied creature within
10 feet of you (this includes you) reduces a creature to 0
hit points with an attack, they may take a bonus action
to move up to half their speed and make another attack.
Enhanced Rampage

Starting at 15th level, your Rampage feature’s effec-
tive range widens to 30 feet. Additionally, any affected

allies may roll a d6 and add the result to any attack
rolls they make.
End the Threat
Starting at 18th level, you use a bonus action to shout
a command to your companions to attack a specific
target. Any allies within 30 feet of you that hear you
may use their reaction to move half of their movement
and make an attack (spell, ranged, or melee) against the
target you specified.
You may use this feature a number of times equal to
your proficiency bonus. You regain all expended uses
after you finish a long rest.

Control the Battlefield

Starting when you choose this archetype at 3rd level,
you may attempt to shove a creature as a bonus action,
and if the creature you are trying to shove is already
prone, you automatically succeed on your check to
shove them. In addition, when you shove a creature and
choose to push them, you can push them up to 10 feet
away instead of 5 feet.

Withdraw

Starting at 3rd level, when you take damage from a
melee attack, you may use a reaction to move 10 feet

away from the attacker without provoking opportu-
nity attacks. The attacker may then use their reaction to

move 10 feet directly towards you. Their movement can
provoke opportunity attacks as it normally would.

Withdraw

Starting at 3rd level, when you take damage from a
melee attack, you may use a reaction to move 10 feet

away from the attacker without provoking opportu-
nity attacks. The attacker may then use their reaction to

move 10 feet directly towards you. Their movement can
provoke opportunity attacks as it normally would.

Clear the Decks

Starting at 7th level, you may use an action to strike
the ground. All creatures within 5 feet must make a
Strength saving throw against a DC equal to 8 + your
proficiency bonus + your Strength modifier. A creature
that fails the saving throw is pushed 10 feet from you
and knocked prone.

Rampage

Starting at 10th level, whenever an allied creature within
10 feet of you (this includes you) reduces a creature to 0
hit points with an attack, they may take a bonus action
to move up to half their speed and make another attack.

Enhanced Rampage

Starting at 15th level, your Rampage feature’s effec-
tive range widens to 30 feet. Additionally, any affected

allies may roll a d6 and add the result to any attack
rolls they make.

Enhanced Rampage

Starting at 18th level, you use a bonus action to shout
a command to your companions to attack a specific
target. Any allies within 30 feet of you that hear you
may use their reaction to move half of their movement
and make an attack (spell, ranged, or melee) against the
target you specified.
You may use this feature a number of times equal to
your proficiency bonus. You regain all expended uses
after you finish a long rest.