Fighter
Base Class: Fighter

It might not make your mother proud, however you've developed quite a... interesting style of fighting. Nothing spices an brawl up like spitting in someone's eyes, shouting insults at them in the middle of spellcasting, or maybe even a well placed groin shot. It's not exactly honorable, but it does get results.

VERSION 1

Never Pulling Punches

When you choose this archetype at 3rd level, you gain proficiency with one of the following skills of your choice: Intimidation, Deception, or Persuasion. 

In addition, add half your proficieny bonus (rounded down) to the damage for your unarmed strikes. At 10th level, this bonus is no longer halved.

Underhanded Tactics

When you choose this archetype at 3rd level, you learn ploys that can be utilized to gain the advantage in a battle.

Ploys. You learn three ploys of your choice. Many ploys enhance an attack in some way. You can use only one ploy per attack. You learn two additional ploys of your choice at 7th, 10th, and 15th level. Each time you learn new ploys, you can also replace one ploy you know with a different one. Below is a list of all learnable ploys.

Sly Dice. You have four sly dice, which are d8s. A sly die is expended when you use it. You regain all of your expended sly dice when you finish a short or long rest. You gain two more sly die at 7th level and at 15th level.

Saving Throws. Some of your ploys require your target to make a saving throw to resist the ploy's effects. The saving throw DC is calculated as follows:

Ploy save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Cheap Shot

When you hit a creature with a weapon attack, you can expend one sly die to attempt to make an unarmed strike on the target as a bonus action. If the attack hits, add the sly die to the unarmed strike's damage roll.

Disarming Strike

When you hit a creature with a weapon attack, you can expend one sly die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the sly die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Fake Out

When you hit a creature with a weapon attack, you can expend one sly die to take the Dodge action as a bonus action this turn. You add the sly die to the attack's damage roll. 

Feinting Attack

You can expend one sly die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the sly die to the attack's damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one sly die to attempt to goad the target into attacking you. You add the sly die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one sly die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the sly die to your Strength (Athletics) check.

Hurling Insults

When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your sly die, rolling that sly die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails. The creature is immune if it can’t hear you or if it’s immune to being charmed.

In Their Eyes

When a creature misses you with an attack, you can use your reaction and expend one sly die to attempt blind the target. If the target is Large or smaller, it must make a Dexerity saving throw. On a failed save, the target is blinded until the end of your next turn. 

Menacing Attack

When you hit a creature with a weapon attack, you can expend one sly die to attempt to frighten the target. You add the sly die 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.

Ulterior Motive

When you make a Charisma (Intimidation), a Charisma (Deception), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Honorless Critical

Starting at 7th level, fighting with you is extremely tiring for your enemies. When you score a critical hit with a melee weapon attack on a creature, you inflict one level of exhaustion.

Improved Underhanded Tactics

At 10th level, your sly dice turn into d10s.

Unabated

Starting at 15th level, when you roll initiative and have no sly dice remaining, you regain one sly die.

Improved Underhanded Tactics

At 18th level, your sly dice turn into d12s.

Dastard Image

Comments

Posts Quoted:
Reply
Clear All Quotes