Fighter
Base Class: Fighter

A fighter acquainted with the seamier side of things. They may be a mugger, an enforcer for a criminal organization, or just a ruthless bully. What the Rogue accomplishes with finesse and precision, the Street Tough does with brute force and brutish tactics.

Some fights have rules. Most don't. However, a lot of people will still fight as though there are rules.

Heh... suckers.

The Street Tough is a character who is defined by his or her willingness to do anything in a fight to win. They are a true combat pragmatist. There's no such thing as a "dirty" fight if your goal is to survive.

These characters are characterized by an extensive knowledge of tactics others may consider "dirty" fighting or just by a willingness to use those tactics to achieve their goal, often against more "honorable" opponents. They are likely to think of any adherence to rules or sporting combat as honor before reason.

Mean Streets

Upon choosing this archetype at 3rd level, you gain proficiency in the Intimidation skill and during your time in the underworld you learned thieves' cant.

Additionally, whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier.

Cheap Shots

When you choose this archetype at 3rd level, you learn to perform cheap shots to disable or damage your opponents using the tools of your trade.

Dirty Tricks. You learn two tricks of your choice, which are detailed under “Dirty Tricks” below. Many of these maneuvers enhance an attack in some way or provide a new action. Unless an action is specified, dirty tricks can be declared after a melee attack using Strength has successfully hit. You can use only one dirty trick per attack. You learn an additional dirty trick of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new dirty trick, you can also replace one dirty trick you know with a different one.

Cheap Shots. You can use dirty tricks a number of times equal to your proficiency bonus. You regain all uses of cheap shots after a short or long rest.

Weapon & Armor Restrictions. These maneuvers may only be used while wearing armor that does not grant disadvantage to Stealth checks. You must have at least one hand free and either be unarmed or wielding a melee weapon without the heavy or two-weapon properties.

Saving Throws. Some of your dirty tricks require your targets to make a saving throw to resist the dirty trick’s effects. The saving throw DC is calculated as follows:

   Dirty Tricks save DC = 8 + your proficiency bonus + your Strength modifier

Hard Headed

When you reach 7th level, your stubborn belligerence allows you to resist some effects through sheer dumb will. You  gain advantage on saves versus the Charmed and Frightened conditions. This also causes you to gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice)

Kick Them While They're Down

Upon reaching 10th level, you learn how to quickly take advantage of another's misfortune. When a creature falls Prone or is Incapacitated within 5 ft of you from an effect other than your dirty tricks, you may use your reaction to make a melee weapon attack against them.

Ruthless

Starting at 15th level, if you start an encounter without any uses of cheap shots, you immediately regain one use.

Improved Dirty Tricks

At 18th level, the damage associated with your dirty tricks increases from 2d6 to 4d6.

Dirty Tricks

These dirty tricks are presented in alphabetical order.

Choke

You grab them about the throat or wrap a scarf or garrote around their neck. When you hit a creature no more than one size category larger than you with an unarmed attack using Strength, you can expend 1 use of Cheap Shots. The target takes 2d6 additional damage and must make a Strength saving throw or be Grappled and silenced. On each of your turns while the grapple is maintained, you can use your action to deal 2d6 bludgeoning damage to the target automatically. The target may escape the choke with a Strength (Athletics) or Dexterity (Acrobatics) check vs your save DC.

The additional damage increases to 4d6 when you reach 18th level in this class.

Fish-Hook

You insert your fingers into a creature's mouth or nose and pull violently, unbalancing the creature with pain. When you hit a creature no more than one size category larger than you with a melee attack using Strength, you can expend one use of Cheap Shots to attempt to Shove the target, provided it has a mouth or nose you can reach. You add 2d6 to the attack's damage roll, and they must make a Constitution saving throw. On a failed save, you can knock them Prone or push them 5 feet.

The additional damage increases to 4d6 when you reach 18th level in this class.

Go For The Eyes

You poke with your fingers, throw sand, or fling something small at their eyes. When you hit a creature with a melee weapon attack using Strength, you can expend one use of Cheap Shots to attempt to blind the target. You add 2d6 to the attack's damage roll, and they must make a Dexterity saving throw or be Blinded until the end of your next turn.

The additional damage increases to 4d6 when you reach 18th level in this class.

Groin Shot

You aim a quick shot precisely at the vulnerable spot between their legs. When you hit a creature with a melee attack using Strength, you can expend one use of Cheap Shots to attempt to groin shot the target, provided it has a discernible anatomy. You add 2d6 to the attack's damage roll, and they must make a Dexterity saving throw or the shot lands true and they double over with pain. They fall Prone and are Incapacitated until the end of your next turn.

The additional damage increases to 4d6 when you reach 18th level in this class.

Hoodwink

You tug their clothes so their movement is restricted and interferes with their vision. When you hit a creature with a melee attack using Strength you can expend one use of Cheap Shots to attempt to hoodwink the target, provided it has loose clothing you can pull. You add 2d6 to the attack's damage roll, and the target must make a Strength saving throw or they are Restrained and their vision is Lightly Obscured until the end of your next turn.

The additional damage increases to 4d6 when you reach 18th level in this class.

Human Shield

When you are the target of an attack roll and you're within 5 feet of an ally you may use a reaction and expend one use of Cheap Shots to switch places with that ally, provided you spend at least 5 feet of movement and the ally isn't Incapacitated. This movement doesn't provoke opportunity attacks. The chosen ally becomes the target of the attack instead of you.

When you reach 18th level you may additionally roll a 1d6. Until the start of your next turn, you or the ally (your choice) gains a bonus to AC equal to the number rolled.

I Surrender, Sucker

You lower your weapons and appear to submit to your opponent. As an action, you can expend 1 use of Cheap Shots and you may chose a creature that can hear you, understands your language, and may potentially accept your surrender (DM's discretion) then make an opposed Charisma (Deception) check vs the target's Wisdom (Insight). On a success, the target is Charmed by you until the end of your next turn. This effect ends early if you attack the Charmed target, deal damage to it, or force it to make a saving throw. Before your next turn you may use a reaction to make one melee weapon attack with advantage against the target. This attack deals an additional 2d6 damage.

The additional damage increases to 4d6 when you reach 18th level in this class.

Menacing Shot

You strike the target and glower menacingly, promising more where that came from. When you hit a creature with a melee attack using Strength, you can expend one use of cheap shots to attempt to frighten the target. You add 2d6 to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is Frightened of you until the end of your next turn.

The additional damage increases to 4d6 when you reach 18th level in this class.

Sucker Punch

As your foe parries your blow you kick, punch, or headbutt them while they can't defend. When you miss a creature with a melee attack using Strength as part of an Attack, you can expend one use of Cheap Shots and use a Bonus Action to make an additional unarmed attack with Advantage on the same target. You add 2d6 to the attack's damage roll.

Tap On The Head

You get behind and club them in the back of the head attempting to knock them out. When you hit a creature with a melee attack using Strength and had Advantage on the attack, you can expend one use of Cheap Shots to attempt to knock out the target. You add 2d6 to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, they become Incapacitated until the end of your next turn. If the saving throw fails by 5 or more, the creature is also Unconscious for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

The additional damage increases to 4d6 when you reach 18th level in this class.

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