Fighter
Base Class: Fighter

Hardened from years of seafaring, you've developed a more practical approach to various encounters. Whilst others utilize brute strength in their fighting, you've found that a little out-of-the-box thinking is all you need to stand toe-to-toe with otherwise stronger opponents.

 

Dirty Fighter

Beginning when you choose this archetype at 3rd level, you gain a new resource called Maneuver Points. You gain one maneuver point every time you make a successful attack against an enemy and deal damage to it. You may spend your Maneuver Points to try and perform different Dirty Maneuvers in combat. Performing these maneuvers costs a bonus action, and a specific amount of Maneuver Points depending on the maneuver you choose. You cannot perform the same Dirty Maneuver 2 turns in a row. At the end of each combat encounter, your Maneuver Points are set back to 0. The Dirty Maneuvers are listed below:

Dirt in the Eyes (1 Maneuver Point)

Attempt to blind your enemy with dirt. Your opponent must make a DEX saving throw. The DC they must beat is equal to (8 + your proficiency modifier + your dexterity modifier). On a failed save, your opponent has disadvantage on their next attack. If your opponent doesn't require their eyes to see, they are immune to Dirt in the Eyes.

Lucky Strike (1 Maneuver Point)

After a successful attack roll, but before damage is rolled, you may choose to perform a Lucky Strike. If you do, roll a d4. If the result is 2-4, your attack deals maximum weapon damage. If your result is a 1, miss the attack entirely.

Boot (2 Maneuver Points)

Attempt to give yer opponent the old boot. Your opponent must make a DEX saving throw. The DC they must beat is equal to (8 + your proficiency modifier + your strength modifier). On a failed save, your opponent takes d4 bludgeoning damage and is knocked back 5 feet. Movement caused by this maneuver does not provoke opportunity attacks.

 

A Pirate's Life

Being amongst the hardiest of pirates has taught you a few skills that have proven to be useful. When you reach the 7th level, gain the following benefits:

Hard Bargainer

You have advantage on all Charisma (Persuasion) and Charisma (Deception) checks when dealing with merchants.

Expert Seaman

When swimming, you may move your full speed.

 

Dirtier Fighter

At the 10th level, you can use multiple Dirty Maneuvers in one turn, provided you have the necessary Maneuver Points. The first Dirty Maneuver in a turn costs your bonus action, and every Maneuver after that is a free action. Additionally, you gain more Dirty Maneuvers that you can utilize:

Drunken Resilience (2-3 Maneuver Points)

You've probably consumed some alcohol sometime before this fight, and you feel the effects kicking in. When you choose to use this maneuver, you may spend 2 or 3 Maneuver Points. If you spend 2 points, resist d4 damage from each attack made against you until the start of your next turn. If you spend 3 points, resist d4 + your proficiency modifier damage.

Family Jewels (3 Maneuver Points)

You attempt to go straight for 'em. Your opponent must make a CON saving throw. The DC they must beat is equal to (8 + your proficiency modifier + your dexterity modifier). On a failed save, the opponent is stunned until beginning of your next turn.

Flurry (3 Maneuver Points)

Carefully gauging the fight at hand, you think you see an additional opening in your opponent's defenses. When you use this Maneuver, you may make one attack. This attack does not generate any Maneuver Points.

 

Tavern Brawler

At the 15th level, you have advantage on all Grapple checks, both attempting to grapple and attempting to escape from a grapple. Additionally, you deal an extra d4 damage on your unarmed attacks.

 

Mutiny

At the 18th level, whenever you make a basic attack, instead of immediately gaining 1 Maneuver Point, roll a d4. If the result is 1-2, gain one Maneuver Point. If the result is a 3-4, gain 2 Maneuver points. (Alternatively, you can flip a coin for this process). Additionally, you gain the Mutiny Dirty Maneuver.

Mutiny (9 Maneuver Points)

Your enemies inspire you, and your allies bolster you. Make one attack for every creature in a 10 foot diameter. These attacks do not generate Maneuver Points.

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2018 8:17:50 PM
14
1
1.0
Coming Soon
8/4/2018 8:55:16 PM
14
1
1.1
Coming Soon
8/28/2018 12:07:46 AM
441
12
--
Coming Soon
8/28/2018 12:18:05 AM
117
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes