Base Class: Fighter
Existing as the twisted cousin of Battle Masters, Marauders are predatory warriors fighting solely for the spoils of war. Often former soldiers, these men and women band together, tormenting their prey as pirates, vikings, bandits, or nomadic raiders. Marauders are not solely evil, however. Large civilizations are often founded by marauding peoples, and some even pillage to feed the truly destitute. Regardless, these fighters exist as outlaws, reviled and feared by lawful civilians.
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Saving Throws
Some of your vile deeds require your target to make a saving throw to resist the vile deed's effects. The saving throw DC is calculated as follows:
Vile Deed save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Superiority Dice
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Vile Deeds
You learn three vile deeds of your choice. You can use only one maneuver per turn. You learn two additional vile deeds of your choice at 7th, 10th, and 15th level. Each time you learn new vile deeds, you can also replace one vile deed you know with a different one.
Thick as Thieves
Your criminal ways have put you in continuous contact with the underbelly of society. As such, you have picked up a few of their skills along the way. At 7th level, you gain proficiency in one type of gaming set and learn Thieves' Cant, plus one language of your choice.
Vile Deeds Options
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Blinding Splatter
As an action, you can expend one superiority die and throw or kick debris in an attempt to blind an enemy. Choose one creature within 10 feet that you can see. That creature must make either a Constitution or Dexterity saving throw (their choice). On a failed save, the creature becomes blinded until the end of your next turn, or until the blinded creature uses its action to clear its vision. While blinded this way, you may add the superiority damage to the first damage the creature takes.
You require a free hand and access to dirt, sand, snow, etc. to use this deed if ground conditions would not allow it to work using a kick.
Coerce
When you make a Charisma (Deception) check or a Charisma (Intimidation) check, you can expend one superiority die, and add the superiority die to the ability check. You can use this deed after seeing the roll but before learning if you succeeded or failed.
Disappear
On your turn while not wearing heavy armor, you can expend one superiority die to take the Hide action as a bonus action. Roll the superiority die and add it to your Dexterity (Stealth) check.
Fury
When you receive damage from another creature, you can use your reaction and expend one superiority die to hype yourself into a ferocious state. You gain temporary hit points equal to the superiority die + half your proficiency bonus. While you have these hit points, you gain a +1 bonus to damage rolls for your weapon attacks, but you cannot expend any superiority dice. If not depleted by damage, these hit points disappear on their own after 1 minute. They also disappear if you fall unconscious, or if you dismiss them as a bonus action.
Grounding Slam
As a bonus action, you can expend one superiority die and to attempt to slam enemy to the ground. Choose one creature within reach that is Large or smaller. That creature must make a Strength saving throw. On a failed save, the target takes bludgeoning damage equal to the superiority die and is knocked prone.
Lookout
When you make an initiative roll, you can expend one superiority die and add the die to the roll. If you are surprised at the beginning of combat and aren't incapacitated, this deed also lets you act normally on your first turn.
Meat Shield
When you are targeted by an attack, you can use your reaction to attempt to force an adjacent creature to take the blow in your stead. Choose one creature within 5 feet of you that is no more than one size smaller or lager than you, other than the attacker. That creature must make a Strength or Dexterity saving throw (their choice). On a failed save, you may swap places with the creature, making it the new target for the attack. This movement does not provoke opportunity attacks. If the attack hits, add the superiority die to the attack's damage roll.
Alternatively, when you forced to make a Dexterity save against an effect to avoid damage, you can use your reaction to attempt to move an adjacent creature between yourself and the effect's source. Choose one creature within 5 feet of you that is no more than one size smaller or lager than you, other than the originator of the effect. That creature must make a Strength or Dexterity saving throw (their choice). On a failed save, you may move the creature up to 5 feet, into a position between yourself and the effect's source. Now in harm's way, if the creature fails its save against the effect's damage, add the superiority die to the effect's damage roll. You gain the normal bonus to your Dexterity save against the effect from using the creature as cover.
You must have at least one free hand to use this ability, and it cannot be used against creatures immune to the grappled condition. Deceased creatures can also be targeted by this deed.
No Escape
When you make an opportunity attack against a creature leaving your reach, you can expend one superiority die to attempt to limit the target's mobility as well. If the attack hits, you add the superiority die to the attack's damage roll, and the creature's speed is halved until the start of your next turn.
Reprisal
When a creature hits you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Safe Cracker
When you make a Strength check to beak or force open a door, gate, window, chest, etc, you can expend one superiority die, and add the superiority die to the ability check. You may use this deed barehanded, or with any tools you choose.
Sharp Eyes
When you make a Wisdom (Perception) or Intelligence (Investigation) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this deed after seeing the roll but before learning if you succeeded or failed.
Slip Away
On your turn while not wearing heavy armor, you can expend one superiority die to take the Disengage action as a bonus action. Roll the superiority die and compare it to the table below. Add the number from the Feet row to your speed until the start of your next turn.
Roll 1 - 2 3 - 4 5 - 6 7 - 8 9 - 10 11 - 12
Feet 5 10 15 20 25 30
Smash and Grab
On your turn, when you hit a creature with melee weapon attack, you may expend one superiority die and use your bonus action to attempt to pilfer or plant one item on the creature you attacked unnoticed. You add the superiority die to your Dexterity (Sleight of Hand) check, contested by the target's Wisdom (Insight) check. If you win this contest, you may take or stow the item.
You must have at least one free hand to use this deed.
Traumatize
On your turn, when you score a critical hit with a weapon attack or reduce a creature to 0 hit points with one,, you can use your Bonus Action to expend one superiority die to attempt to frighten one of its allies. Choose one creature within 30 feet that you can see and that witnessed its friend's mutilation. That creature must make a Wisdom saving throw. On a failed save, it takes psychic damage equal to the superiority die, and is frightened of you until the end of your next turn.
Weakness Exploit
When you hit a creature with a weapon attack rolled with advantage, you can expend one superiority die to deal devastating damage to the target. Roll the superiority die twice, adding the total to the attack's damage roll. You don't need advantage on the attack roll if you are making an opportunity attack, or if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Willy Defense
When you are forced to make a saving throw you lack proficiency in, you can use your Reaction and expend one superiority die. You gain a bonus to the save equal to half the superiority die (rounded up). You can use this deed before or after rolling the save, but before finding out whether you passed or failed.
Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Berserk
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 5 minutes. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Solider of Fortune
When you choose this archetype at 3rd level, you gain expertise in one of the following skills of your choice: Deception, Intimidation, Investigation, Sleight of Hand, or Stealth.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
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