Base Class: Fighter
If you like building rigid, optimized tactics that deliver the same perfect attack every turn, this subclass isn’t for you. The Dirty Fighter thrives in chaos and improvisation. You always have an ace up your sleeve, a clever trick ready, or a way to turn the terrain, your enemy’s equipment, or pure audacity into a weapon.
No tactic works for every situation, and you know it. Whether it’s blinding an enemy with a handful of dirt, tripping them with a rope, or using their ally’s body as a weapon, you’re always ready with a creative solution—and your opponents never quite know what’s coming next.
A Dirty Fighter lives by one rule: the element of surprise wins fights. You work best when your enemies don’t know what to expect, which is why you never rely on the same move twice. The moment you become predictable, you stop being dangerous—and that’s something you’ll never allow.
Dirty Fighter
| Fighter Level | Feature Name | Total Tricks Known | Total Tricks Upgraded | Tricks per Short Rest | Additional Notes |
|---|---|---|---|---|---|
| 3rd | Whacky Warrior | 10 | – | 2 | Learn 10 Dirty Tricks. Each trick can only be used once per long rest. You can use a Dirty Trick only if you have at least one free hand (not dual wielding, not using a shield, and not wielding a two-handed or heavy weapon). |
| 7th | Upgraded Underdog | 20 | 1 | 3 | Upgrade one known trick (must have used it before). Learn 10 new Dirty Tricks. |
| 10th | Talented Trickster | 30 | 2 | 4 | Upgrade another known trick. Learn 10 additional Dirty Tricks. |
| 15th | Foul Fighter | 40 | 3 | 5 | Upgrade a third known trick. Learn the remaining 10 Dirty Tricks, giving you knowledge of all 40. |
| 18th | Pride of the Pit | 40 | 5 | 6 | Upgrade two more known tricks (total 5). All upgraded tricks can be used twice per long rest. |
Dirty Tricks
| Dirty Trick | Ugly Upgrade |
| 1. Binding Boots: If a creature is wearing boots or some other type of footwear that includes laces, you can use a bonus action to tie the creature's boots/legs together. The creature's speed becomes 5 feet until it takes an action to untie it. | You bind the boots extra tight, giving them disadvantage on dexterity saving throw and checks, while having binded boots. |
| 2. Tricky Throw: When you successfully shoved a creature you can turn it into a throw (as part of the same action). You can push it up to 15 ft. When the creature collides with another creature, both must make a Dexterity saving throw or take 1d6 bludgeoning and fall prone. However, if the thrown creature hits terrain (like a wall) instead, it takes 1d6 bludgeoning damage and falls prone without a save. | You throw the creature in a way, that it tumbles head first. If the creature hits terrain, it must also make a Constitution saving throw or be stunned until the start of your next turn. |
| 3. Cheeky Choke: When you successfully grappled a creature, you can apply a chokehold (as part of the same action). The creature has to succeed a Constitution saving throw or be silenced until the grapple ends. | You learned how to choke in a way, that the blood is not reaching its brain anymore. If the grapple holds for 3 turns in a row, the creature falls unconscious for 1 minute or until it takes damage. |
| 4. Mounting Mayhem: As a bonus action you can try to climb up on a creature, that is at least one size category bigger than you. Make an Athletics or Acrobatics (your choice) ability contest against the creature's Athletics or Acrobatics (DM's choice) ability. If you win, you successfully climbed the creature: You move wherever it is going. It has disadvantage on attacks against you. You have advantage on melee attacks against it. At the end of each of the creature's turns, the contest is repeated. If you fail, you fall down, fall prone and get falling damage. | You position yourself expertly on the creature's body. If it misses you with an attack, it hits itself instead. |
| 5. Corpse Club: When you use this trick, you can pick up a dead or unconscious creature that is smaller than you and use it as an improvised weapon with the thrown property. It has a throw range of 20/60 feet and deals 1d4 bludgeoning damage on a hit. If you use this attack against a creature of the same type as your makeshift weapon, (hit or miss) the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the start of your next turn. | You wield the corpse in a grotesque manner. The first same-type creature you hit, that fails its Wisdom saving throw, is stunned in terror instead. |
| 6. Blinding Dirt: When you are on terrain that allows for grabbing dirt or similar stuff (small cobblestone on a market place, sand on a road, thick grass on a field, sand on a beach, snow on a mountain, food or drinks in a tavern) you can use one of your attacks to throw it. It counts as a 1d4 weapon with the thrown property and a range of 20/60. On a hit, it blinds the target until the start of your next turn. On a crit, it blinds the target for 1 minute. | You understand better how to throw the sand so that it most likely hits the eyes. The crit range becomes 15-20 for this one attack. |
| 7. Tactical Torpedo: While underwater, you can use a bonus action to push off another creature within 5 feet, propelling yourself up to your walking speed. This movement doesn't provoke opportunity attacks and doesn't count against your swimming speed for the turn. | If the other creature is large or smaller, it is sent 30 foot into the opposite direction. |
| 8. Perplexing Push: You master the art of shoving a creature in a way that it loses control of its body and can't protect itself properly. When you successfully shoved a creature you can turn it into a perplexing push (as part of the same action). You can push it up to 15 ft. If the creature enters a hazardous area or effect as the result of this push, it has disadvantage on saving throws against it. If the creature takes falling damage as the result of this push, it is vulnerable to it. | You learned how to do this maneuver with inspiring style. If the creature fails the saving throw of the hazardous area, the creator of said area get Heroic Inspiration. If the creature takes falling damage, you get Heroic Inspiration. |
| 9. Wall smash: When you have a creature grappled, you can use one of your attacks to smash it against a wall or similar solid surface. This doesn't break the grapple. The surface must be within 5 feet of the grappled creature. If the target is prone, you can also use the ground for this. This smash attack counts as a normal unarmed strike but on a hit, the creature must succeed a Constitution saving throw or be stunned until the start of your next turn. | You can also smash the grappled creature into another large or bigger creature. The large or bigger creature tages 1d6+STR mod bludgeoning damage. |
| 10. Desperate Distraction: As a reaction when a creature moves to a space within 10 feet of you, you can throw a heavy or loud object to a point within 60 feet of you. A creature that is blind or has an Intelligence score of 3 or less is distracted and must use its movement to move towards the object. A creature with an Intelligence score of 4 to 6 is slightly distracted and has disadvantage on its next attack. Other creatures are unaffected. | You know how to better gather the interest of mindless creatures. A creature of Intelligence score of 6 or lower must make an Intelligence saving throw. On a failed save, they must take the Search action to find the source of the noise. |
| 11. Hurl and Hinder: When a creature you can see within 60 feet makes an ability check to climb, balance, or perform a similar physical feat, you can use your reaction to distract it. You can make a thrown weapon attack with a dagger or dart you are carrying (doesn’t need to be equipped). If the attack doesn't hit, the creature just makes the ability check with disadvantage as it is a distraction. If it hits, their ability check turns into a fail. | You learn that this can also be useful, to interrupt feats of strength. You can also use this when a creature within 60 feets is making a Strength ability check, for example for attempting a shove or grapple. |
| 12. Mid-Air Miracle: If you are hit by a thrown weapon attack you can try to catch the weapon mid air. You can use your reaction to make a Sleight of Hand contest against the attack roll. If you are equal or higher, you successfully catch the weapon and take no damage. If the attacker could see the catch it must make a Wisdom saving throw or be frightened of you until the start of your next turn. | You know how to use the moment of surprise. When successfully caught the weapon, you can throw it yourself as part of the same reaction. |
| 13. Downfall Duet: If a creature within 5 feet of you knocks you prone, you can use your reaction to pull it down with you. The creature must succeed a Strength saving throw or fall prone. | You learn how to use the other creature as an anchor point, to potentially pull yourself back up again in the process.After the other creature failed its Strength saving throw, make a Dexterity saving throw yourself. On a success, you are not prone anymore. |
| 14. Countergrapple: When you get grappled by a creature within 5 feet, you can use your reaction to try to grapple the creature as well. It must succeed a Strength saving throw or be grappled by you. | You learn how to use the momentum of your grapple to reposition. After the creature failed its saving throw, you can drag the creature up to half your speed as part of the same reaction. This overrides the 0 speed condition of grapple for this one special movement. |
| 15. Boastful Burst: Whenever you succeed a Strength saving throw, you can show that you still got energy left. You can use your reaction to move up to your speed without triggering opportunity attacks. | You also learn to use your spare energy to stay agile. You can choose to forgo the extra movement, but take the Dodge action as a reaction instead. |
| 16. Close Quarters Combat: If you are within 5 feet of a wall or similar solid surface and get hit by an attack, you can use the wall to move in surprising angles. You can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to miss. | You learn how to propel yourself off the wall. You can jump 10 feet without triggering opportunity attack as part of the same reaction. |
| 17. Secret Sign: You've learned a number of subtle gestures and winks that can pass a message in plain sight. As an action, you can use a series of gestures to convey a simple message to a creature you can see, such as "run," "wait," or "it's a trap." The creature must make a DC 12 Wisdom (Insight) check to understand the message. If the message is successfully conveyed, it doesn't alert other creatures to your presence. | Your gestures and signs are becoming so subtle but intuitive, that it is equal to casting the message cantrip but without components. |
| 18. Befriending the Beast: You can try to bribe or befriend a beast or monstrosity within 30 feet of you. As an action, offer it something tempting (food, gold, or another prize the DM deems reasonable). The creature must make a Intelligence saving throw. On a failed save, the creature hesitates and wastes its next turn, taking the Dodge action instead of attacking. On a successful save, it sees through your ploy and has advantage on its next attack roll against you |
You become even more convincing. Instead of making the beast hesitate, you can command its next turn, this includes the type of action that it should take for example where to dash or which creature it should attack. |
| 19. Wasted Words: When a creature is attempting to deliver a convincing argument, detailed explanation, encouraging speech or similar, you can use your action to interrupt them with a single, confusing question or statement. The creature must succeed on a Charisma saving throw or lose its place, becoming momentarily flustered. For the 10 minutes, you and your party have advantage on all Charisma checks against the creature, as it struggles to regain its composure. | You learn which words hurt the most. When the creature failed its Charisma saving throw, it is so deeply rattled, that is has disadvantage on Intelligence, Wisdom and Charisma checks and saving throws for the next 10 minutes. |
| 20. Delayed campfire: You know how to set up a campfire in a way, that it only lights up on fire when you are long gone. This can range from a 1 minute to 2 hours delay. It can be useful to send stalkers on the wrong track, set up a secret attacking signal or burn down enemy camps when you are long gone. | You understand which components delay the camp fire even further. The delay can extend up to 2 days, given it is not raining or otherwise wettened or destroyed. |
| 21. Fake Fireball: As a bonus action you can pretend to cast the fireball spell at a point you choose inside 150 feet. You must be able to speak as you yell out the magic words in a very convincing gesture. Every creature within a 20-foot-radius of the point must make an Intelligence saving throw. They do it with advantage if they know the fireball spell themselves. On a failed save they have to waste their reaction and up to half their movement speed to get away from the point as far as possible. | Your imitation of the somatic and verbal components becomes unnerving. All creatures that failed their save against the Fake Fireball have disadvantage on their next Dexterity saving throw against a spell inside 1 minute. As they are unsure if they are getting tricked again or not. |
| 22. The Unveiling Jab: You can provoke a foe into showing their true power. When you hit a creature with a melee weapon attack, you can use a bonus action to deliver a subtle taunt or brag about your skills. The creature must succeed on a Wisdom saving throw. On a failed save it becomes so enraged, that it reveals one of the following. Highest Ability score, damage immunities and resistances, condition immunities or resistance or highest level spells. | You know that the creature becomes even more angry when they notice that you just tricked them. A creature that failed their Wisdom saving throw has disadvantage on attack rolls against all other creatures other than you until the start of your next turn. |
| 23. Annoying Entanglement: As a bonus action, you can attempt to tie a thick rope or net around a creature within 5 feet of you. The creature must succeed on a Dexterity saving throw or be restrained. A creature wearing no armor can use its reaction to free itself. A creature in light or medium armor can use a bonus action to free itself. A creature in heavy armor must use an action to end the restrained condition. | You can tie multiple creatures together. You can affect all creature that are within 5 feet of you at once. All other rules stay the same. |
| 24. Wacky Wall-Jump: When you are within 5 feet of a wall or a similar solid surface, you can use one of your attacks to perform Wall-Jump Attack. You propel yourself toward a creature within 10 feet of you, moving to an unoccupied space within 5 feet of them without provoking opportunity attacks. This attack is made with disadvantage. However, if the attack hits, it is a critical hit. | The momentum you get from the Wall-Jump increases with practice. When you perform a Wall-Jump Attack, you can bounce between up to two targets within 10 feet of each other, making a separate attack roll for each. This counts as only one attack. Both attack rolls are made with disadvantage and crit on a hit. |
| 25. Pain Point: You learned which spots of the body hurt more than usual. For humanoids this would be the kneecaps, groin and belly region. You can turn one of your attacks into a pain point attack. When it lands, the target has disadvantage on concentration checks. If it crits, the concentration is always broken, without a check. This doesn't work on elementals, plants, constructs, undead and oozes. | You can declare which kind of pain point you want to strike. If you go for a body part that resembles a head: You make the attack with disadvantage. But if the attack still hits, the target can't add its proficiency bonus to its concentration check. If you go for a body part, that resembles the bulk of the creature, such as a torso: You can make the attack with advantage. If you go for a body part, that resembles limbs, wings or other tools for movement: Their movement speed becomes 0 until the start of your next turn. |
| 26. Sling the Slow: You capitalize on foes who hesitate. When you hit a creature that has not yet taken a turn in the current combat, you can use your bonus action to deliver a cutting taunt about their sluggishness. That creature must succeed on a Wisdom saving throw or have its initiative count further reduced by an amount equal to your fighter level (to a minimum of 1), as uncertainty is added to their slow reaction speed. | You develop a nag for exploiting sluggish opponents. In the first round of combat, if you hit the creature that is last in the initiative order with an attack (where this trick would usually have no effect): It must succeed its Wisdom saving throw or skip its first turn and re-roll its initiative to determine when its acting in the second turn. |
| 27. Comedic Kick: Before declaring an attack of opportunity against a creature within 5 feet of you, you can try to trip them with your foot. The creature must make a Dexterity saving throw or fall prone. Succeeded or not, you can then proceed with your opportunity attack as usual. | You can make the trip extra embarrassing. If the creature failed its Dexterity saving throw, it loses all auras it currently has and its Charisma score is reduced by 4 until the start of its next turn. |
| 28. Teleport Tangle: When a creature within 5 feet of you teleports, you can use your reaction to try to grab onto it. Make a grapple check against the creature. On a success, you're pulled along with it and reappear in an unoccupied space within 5 feet of its new location, though the grapple immediately ends. If the creature teleports farther than 500 feet or to another plane of existence, you're dragged up to 500 feet in the same direction and appear there instead. | You understand how creatures determine their teleport destination and can disrupt their thinking. After the successful grapple, the creature must also make Wisdom saving throw. If it fails, the direction of teleport becomes randomized. |
| 29. Foolish Feint: When you succeed on a Wisdom, Intelligence or Charisma saving throw against an effect that targets your mind or soul, you can use your reaction to feign mental collapse, appearing as though the effect overwhelmed you. Each enemy that can see you, must succeed on an Intelligence saving throw or be deceived by your act. A creature that fails is surprised by the fact that you can still act, giving you advantage on attack rolls against it until the end of your next turn. | You learn how much it unsettles creatures if you taunt them after your wunder-recovery. If the creature that was the origin of the effect that targets your mind or soul failed its Intelligence saving throw, it can't and its proficiency bonus to any roll until the start of its next turn, as you ignited a hint of doubt in their abilities. |
| 30. Bluffing Bravado: When you make a Charisma (Deception) check to sell a lie, you can bolster it with shameless flair — swearing on a god you don't worship, or on the health of your child that doesn't even exist, or adding theatrical conviction. You add +2 to your Deception check. | When you use Bluffing Bravado and succeed on your Deception check, the creature that heard the lie becomes charmed by you for 10 minutes, believing your words entirely. This effect ends if you or your allies harm it. |
| 31. Unseen Menace: While you are unseen by a creature, you can use an action plus bonus action to make an extra-careful grapple or shove against it. If you do so, the effects of your invisibility do not end, and you have advantage on the roll. | When you use Unseen Menace while unseen, you may instead use your action and bonus action to attempt a covert manipulation of the target. Make a Sleight of Hand check contested by the target’s Passive Perception. On a success you may choose one or more of the following, performed unnoticed: Pickpocket: Remove a small item (keys, pouch, note) from the target’s person. Swap: Silently swap a small item the target carries with an identical item you have. Plant: Slip a small object (note, token, tracking bead) onto the target. Misdirect: Whisper a one-sentence false instruction into the target’s ear that only they hear. |
| 32. Sneaky Suckerpunch You know how to strike when your foe’s guard is down. When you hit a creature that is blinded, prone, restrained, incapacitated, or grappled by someone other than you, you can turn the attack into a Sneaky Suckerpunch. This attack deals extra damage equal to the Sneak Attack feature of a level 3 Rouge. You can use this trick with any weapon. |
You are counted as a level 7 Rouge for the purpose of Sneak Attack. |
| 33. Snagging Scoundrel: When you have a creature grappled and this creature is holding a weapon, shield or another item, you can try to take it from them. You can forego one of your attacks to grab the item and pull. If the creature fails a Strength saving throw, you steal the item from them and hold it in your spare hand. The grapple hereby ends. If the creature succeeds the Strength saving throw, the item stays where it is and the grapple continues. If you stole a weapon it counts as an improvised weapon for you until the next short rest | If you successfully steal a weapon with Snagging Scoundrel, you can immediately make an attack with that weapon as part of the same action. |
| 34. Unveiling Dust-up: When you are on terrain that allows for grabbing dirt or similar stuff (small cobblestone on a market place, sand on a road, thick grass on a field, sand on a beach, snow on a mountain, food or drinks in a tavern) you can use one of your attacks to throw it. You can throw it in a 15 foot cone. Every creature that is inside it must make a Dexterity saving throw. On a failed save, they lose the effects of Invisibility and Mirror Image until they use an action to clean themselves. | When you use Unveiling Dust-up, the area 15-foot cone becomes heavily obscured or difficult terrain, depending on the substance (DMs call) for 1 minute. You can store a small handful of sand, dust, or other debris in a hidden pouch, allowing you to use this trick even when natural terrain is not immediately available. |
| 35. Fearless Facepalm: Whenever you succeed a Constitution saving throw, you can make clear that you can take much more punishment. You can use your reaction to punch yourself in the face for 1+STR mod bludgeoning damage. All enemies within 60 feet that could see this must make a Wisdom saving throw or be frightened. If the creature is immune to be frightened it is at least impressed and sees you as a worthy opponent. On a failed save it has disadvantage on attack rolls against creatures other than you. This effect lasts until the start of your next turn. | You can choose to hit yourself with a weapon attack instead, taking the full damage. If you do so, and are not blocked afterwards, all creatures have disadvantage on their wisdom saving throw. If you do so, and are bloodied afterwards, all creatures have disadvantage on their wisdom saving throw and are frightened or impressed for 1 minute or until you are not bloodied anymore. |
| 36. Redirected Riposte: You are used to unfair fights and being outnumbered. If two or more enemies are within 5 feet of you and one of them hits you with a melee attack, you can use your reaction to redirect the strike toward another creature within 5 feet of you. | You not only redirect the strike, but force enemies to clash. If the attack hits the other creature, both have to make a Dexterity saving throw are be knocked prone. |
| 37. Darting Dodge: Whenever you succeed a Dexterity saving throw, you can use a reaction to throw a dagger or dart. A dagger or dart must have been worn or carried by you for this reaction to work, but it doesn't need to be equipped. There must be a creature in range for the dagger / dart throw. | As you find your flow with dodging, you also get advantage on Dexterity saving throws and ranged attack rolls are made with disadvantage against you until the start of your next turn. |
| 38. Dodge This: After you attack a creature within 5 feet of you with a weapon attack or unarmed strike: If the creature or another creature used its reaction to avoid the attack (E.g. with the Shield spell, Defensive Duelist feature, Protection fighting style, Cloud Rune, etc ...) you can use your bonus action to try and grapple the creature that was the target of the missed attack. | When you successfully grappled the creature, you can also headbut them as part of the same bonus action. This counts as an unarmed strike with advantage that deals 1d6+STR bludgeoning damage. |
| 39. Tumbling Trickster: When you are hit by an attack that leaves you bloodied, you can use your reaction to pretend to be unconscious or dead, falling prone in the process. Each enemy that can see you, must succeed on an Intelligence saving throw or be deceived by your act. A creature that fails is surprised by the fact that you can still act, giving you advantage on attack rolls against it until the end of your next turn. | While feigning unconsciousness and lying prone, you subtly shift and twitch your body like a realistic unconscious creature with a cramp. Melee attacks against you no longer have advantage while you remain in this state. |
| 40. Gambling Gangster: You don't just fight dirty - you play dirty too. While participating in a card, dice, or similar contest, you’re adept at subtle manipulation and cheating. You gain a +2 bonus to one Dexterity (Sleight of Hand) or Charisma (Deception) check made in the course of the game or contest. | When someone spots your fraud, you can immediately use your reaction to move up to double your speed without triggering opportunity attacks. |
Level 3: Whacky Warrior
3rd-level Dirty Fighter feature
At 3rd level, you learn to fight with cunning, improvisation, and sheer audacity. You master a collection of unorthodox maneuvers known as Dirty Tricks, using misdirection and streetwise tactics to gain the upper hand in battle.
When you gain this feature, choose 10 Dirty Tricks from the Dirty Tricks list. You can use each chosen trick once per long rest. You can use a total of two Dirty Tricks per short rest.
You can use a Dirty Trick only if you have at least one free hand. (This means, you are not dual wielding, not using a shield and are not wielding a two-handed or heavy weapon)
Level 7: Upgraded Underdog
7th-level Dirty Fighter feature
Your growing mastery of deceitful combat makes your tricks sharper, faster, and far more dangerous. You’ve learned not just to fight dirty—but to do it with style.
When you gain this feature, choose one of the Dirty Tricks you already know. You must have used that trick at least once before. You upgrade that trick, gaining the benefits listed in its Upgrade entry.
In addition, you learn 10 additional Dirty Tricks from the Dirty Tricks list. You can use each of these tricks once per long rest, as normal.
The number of Dirty Tricks you can use per short restt increases to three.
Level 10: Talented Trickster
10th-level Dirty Fighter feature
Your cunning grows sharper, and your bag of tricks even deeper. You’ve learned to refine your most effective tactics while expanding the range of dirty maneuvers at your disposal.
When you gain this feature, choose one of the Dirty Tricks you already know. You must have used that trick at least once before. You upgrade that trick, gaining the benefits listed in its Upgrade entry.
In addition, you learn 10 additional Dirty Tricks from the Dirty Tricks list. You can use each of these tricks once per long rest, as normal.
The number of Dirty Tricks you can use per short rests increases to four.
Level 15: Foul Fighter
15th-level Dirty Fighter feature
You’ve perfected the art of fighting unfairly. Every feint, shove, and underhanded move comes naturally, turning dishonorable tactics into unstoppable strategy.
When you gain this feature, choose one of the Dirty Tricks you already know. You must have used that trick at least once before. You upgrade that trick, gaining the benefits listed in its Upgrade entry.
In addition, you learn 10 additional Dirty Tricks from the Dirty Tricks list, giving you knowledge of all 40 tricks. You can use each of these tricks once per long rest, as normal.
The number of Dirty Tricks you can use per short rests increases to five.
Level 18: Pride of the Pit
18th-level Dirty Fighter feature
You’ve clawed your way to the top through grit, cunning, and a thousand bruises. Every dirty trick, every low blow, every scrap of experience has forged you into the ultimate survivor. You don’t fight fair—you fight to win.
When you gain this feature, choose two of the Dirty Tricks you already know. You must have used each trick at least once before. You upgrade both tricks, gaining the benefits listed in their Upgrade entries.
All of your upgraded Dirty Tricks can now be used twice per long rest.
The number of Dirty Tricks you can use per short rests increases to six.
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