Base Class: Fighter
Bastard fighters use a mix of their martial skills and their cunning to gain the upper hand in a fight. Fighting fair does not exist in a Bastards book and they will use any means at their disposal to win a fight, especially if their own life is at risk. Bastards use dirty moves fueled by Guile points to exploit weakness in their opponents defenses.
Martial Cunning
The Bastard gains proficiency in either Persuasion, Intimidation, or Deception.
Dirty Fighting
By choosing this subclass at 3rd level, the fighter learns to fight without honor or respect. The Bastard learns Dirty Tricks fueled by Guile points
Dirty Tricks. You learn two dirty tricks, which are detailed under "Dirty Tricks" below. Many dirty tricks enhance an attack in some way. You can only use one dirty trick per attack.
You can learn an additional dirty trick at 7th, 10th, and 15th level. Each time you learn new dirty tricks, you can also replace one dirty trick you know with a different one.
Guile Points. You have a number of guile points equal to your Charisma modifier + half of your proficiency bonus rounded down (minimum of 2 points). A guile point is expended when you use it. You regain all expended guild points on a short or long rest.
Saving Throws. Some of your dirty tricks require your target to make a saving throw to resist the dirty trick effects. The saving throw DC is calculated as follows:
Dirty Trick Save DC. = 8 + your proficiency bonus + your Charisma modifier.
Blinding Strike
Blinding Strike. When you hit a creature with a weapon attack you can expend two guile points to force the creature to make a Constitution saving throw against your dirty trick save DC. On a fail the creature is blinded until the end of its next turn.
Crushing Taunt
Crushing Taunt. You can expend a guile point to cast the cantrip vicious mockery at a creature within range. Use your dirty trick spell save DC. You can also choose to expend extra guile points to deal an additional d4 damage per guile point, up to an additional damage of 3d4. These can be expended after knowing the creature has failed the save.
Deflected Blow
Deflected Blow. As a reaction, you can expend a guile point and attempt to deflect a melee attack made against you. When an attack hits, but before you know the result, you can use your reaction and add your Charisma modifier to your AC against the triggering attack. If it causes the attack to miss you can expend another guile point and cause that attack to be redirected to another creature within range. Choose a creature within range of the triggering attack, originating from the attacking creatures location. If the original attack hits the new targets AC then that target suffers the attacks effects.
Shifty Stance
Shifty Stance. As a bonus action, you can expend two guile points and take the dodge action.
Sweep the Leg
Sweep the Leg. As a bonus action, you can expend a guile point and attempt to knock down a creature within reach who is no more than one size larger than you. The target must make a Strength saving throw against your dirty trick save DC. On a fail they are knocked prone.
Threaten
Threaten. As a bonus action, you can expend two guile points and attempt to threaten a creature within 30 ft. of you. The target makes a Wisdom saving throw or be frightened of you for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Twist the Blade
Twist the Blade. When you hit a creature with a melee attack, you can expend a guile point to deal one extra weapon damage die to the creature.
Opportunist
When you reach 7th level you become adept at exploiting moments of weakness in your opponents attacks. When opponent misses an attack you can use your reaction to take do one of the following actions listed below, depending on the style you select. You can use this reaction a number of times equal to your Charisma modifier and regain all expended uses on a long rest. Additionally, you can change your opportunistic style on a long rest.
Aggressive. When a creature misses with a melee attack you can use your reaction to make one melee weapon attack against the creature
Defensive. When a creature misses with a melee attack you can use your reaction to take a defensive stance, adding your Charisma modifier to your AC until the start of your turn.
Evasive. When a creature misses with a melee attack you can use your reaction to take the Disengage action and immediately move half your speed.
Unending Trickery
Starting at 10th level, when you roll initiative and have no more Guile points, you regain an amount equal to your Charisma modifier.
Scoundrel
Starting at 15th level, you have learned to use your deceptive and manipulative skills outside of combat. You can add half your proficiency bonus to all Charisma checks.
My Disadvantage, Your Disadvantage
Starting at 18th level, when a creature you can see imposes disadvantage on your attack roll, ability check, or saving throw, you can choose to impose disadvantage on their next attack roll, ability check, or saving throw. You can do this twice per long rest.
Previous Versions
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