Fighter
Base Class: Fighter

Lying in wait by the roadside, watching with keen eyes and sharp swords for prey to walk right into the wolves den, or stalking back alleys for drunken revellers to shake down for coin. Standing by the crooked mayor's side, a looming threat of violence to all who oppose their reign, or a horde of charging thieves to smash and grab through an unguarded street. Bandits and brigands can be found anywhere and everywhere, preying on others to keep themselves alive. Not all are wicked, some merely being drawn into the life through debt or need, but some savour the feeling of power they have over the weak.

Street Tough

Beginning when you choose this archetype at 3rd level, you have been trained to sneak, thieve, lie and intimidate your way through most situations. You gain expertise with Intimidation, and proficiency with two of the following skills of your choice: Deception, Investigation, Performance, Persuasion, Sleight of Hand, Stealth.

Wolf among Wolves

Also at 3rd level, you have experience with fighting as a group, overwhelming your foes as a coordinated pack. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Blood for Blood

At 7th level, you know how to exploit every opening, striking even as the enemy is slicing through your flesh. When you are struck by an enemy within 30 feet of you, you can use your reaction to make a weapon attack against that creature.

You can use this ability an amount of times equal to your proficiency bonus per long rest.

Combat Veteran

At 10th level, you have fought with many weapons and many different opponents, forcing you to change up your combat style for different situations. 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.

Head of the Pack

Starting at 15th level, you and your gang are always ready for battle, a moment's notice away from enacting violence. You have advantage on initiative rolls. Allies within 10 feet of you now gain the benefits of your Wolf among Wolves feature.

Merciless Marauder

At 18th level, you and your crew have built a reputation upon the bones of your foes, bloody warriors without a shred of mercy. When you or an ally within 10 feet of you reduces a creature to 0 hit points, you gain advantage on all attack rolls until the end of your next turn. That ally also gains this benefit until the end of their next turn.

Brigand Image

Comments

Posts Quoted:
Reply
Clear All Quotes