Fighter
Base Class: Fighter

Money and warfare go hand in hand some mercenaries make it their life those are the Landsknecht. They are specialized in two categories the great weapon wielding doppelsöldner and the arquebussiers tuned to their own designed firearms. They are trained to the extreme for war, business is pleasure and money usually means it is time to celebrate the spoils od a Landsknecht. The most sought after men and women hailing from all over very flaunty in their apparel and words, many will say they just are thugs but when you need the battle won none are more competent then them. 

Specialization

At 3rd level you can choose one of the following

Doppelsöldner: when choosing this specialization when wielding a great sword it gains the reach feature. As an action while using a great sword you can make an one attack roll  against all creatures within melee range this action can only be used a number of times equal to your proficiency modifier. All uses come back on a short or long rest.

 Arquebussier: When choosing this specialization you can firearms proficiency, Tinkers tools set. you can craft ammunition, the snap matchlock, and repair firearms. At 7th level you have mastered firearms and can ignore the loading property on firearms.

Snap Matchlock: This unique firearms weighs 12Ibs, has a range of (50/150)ft. It miss fires on a roll of 1-3 when you attack, you also have disadvantage on attack rolls when in rain, and it does 2D8 piecing damage. loading, and two handed.

Special Ammo: you can in addition to standard rounds craft 2 additional types, Hollow rounds which deal an extra 2 points of damage but a -2 on attack rolls. Hardened rounds which gives a +2 on attack rolls but a -2 on damage rolls.

 

Soldier of Fortune

At 7th level when using your action surge you can use it to instead grant yourself advantage on your attack roles and all saves you make until your next turn are rolled with advantage. Additionally you gain 10ft of movement and are not slowed by difficult terrain until your next turn.

Respect of Warriors

at 10th level the tales of your battles and adventures spread to all corners now when making persuasion checks for either barter or information with civilians and guards alike you now make them with advantage, and treat you and other close allies with more trust. Also when making intimidation rolls they are also done with advantage.

Desolating Critical

At 15th level you now can roll a 19-20 for a critical hit and on a target when you hit on a critical roll a d6 on a 1-3 there leg is crippled until healed reducing their speed by half and on a 4-6 their arm is crippled till healed giving them disadvantage on all attack rolls or if it has wings it can no longer fly until healed. If a creature has both wings and arms roll the d6 now for legs it is 1-2, arms is 3-4, and wings is 5-6. If a creature you hit with your desolating critical is large or smaller it effects them as normal but if it is a size bigger than large desolating critical effects them only until their next turn unless hit 3 times in the same area then it effects them until they are healed or until they take a long rest.

Lord of War

At 18th level you have become the pinnacle of Landsknechts 

 Doppelsöldner: You gain resistance to piercing, slashing, and bludgeoning damage from non magical weapons, when you hit a creature with a great sword they make a con save equal to your strength modifier and proficiency bonus +8. If they fail they take an additional 1d6 of force damage and are knocked prone. After you kill a creature you regain 15 health points.

Arquebussier: as a free action you can switch weapons as long as it is one handed and does not have either the heavy or special property. As well you gain a new ammunition type, Shrapnel rounds when you hit a creature any creature within 10ft must make a dexterity save of 16 if the creature does not save they take half of the initial damage for the next 3 rounds of combat. Also half cover and tree quarters cover your firearm ignores them.

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