Fighter
Base Class: Fighter

Features

3rd Level: Bandit Style, Explosives Expert

7th Level: Pack Fighting, Leadership

10th Level: Brutish Attacks

15th Level: Brutality  

18th Level: Unbreakable Bond

Some of your attacks and explosives will require a saving throw

The modifier to the attack is wisdom

The saving throw is 8 + your proficiency modifier + your Wisdom modifier

 

Bandit Style

At 3rd level, you gain proficiency in Intimidation, if you already have proficiency in Intimidation, double it. You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a grunt, minion, bandit, or henchman

Explosives Expert

When you choose this archetype at 3rd level, Bandits learn to create devious bombs to take down their opponents. Once a day, you may spend 2 hours and 25 gold pieces in a village, town, or city collecting materials to create bombs of your choice. You can carry up to 6 bombs in any combination of types on your person, and can store up to 12 more. Roll a d4 and add 2 to determine how many bombs you are able to create within that hour, any bombs made beyond your maximum are immediately sold for 5 gold pieces each. After the roll, you are free to determine which bombs you create. As an action, a person holding a bomb may throw it to an area up to 30 feet away, affecting everything in a radius of 15 feet around that area. Other player characters that throw your bombs must succeed on a Dexterity saving throw at a DC of 13 or drop the lit bomb at their feet. The types of bombs you can make are listed below.

 Powder bomb. Creates a 15ft radius explosion. All creatures in the area must succeed on a Dexterity saving throw vs your ability save or take 4d6 fire damage, half as much on a successful save.

 Grease Bomb. Releases a slippery liquid that covers the ground. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw vs your ability save or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw vs your ability save or fall prone. The area is difficult terrain until the grease is cleaned or washed away.

 Scatter bomb. Creates an explosion sending small pellets flying. This bomb's explosion radius is only 5 ft due to the pellets' loss of momentum. All creatures in the area must succeed on a Dexterity saving throw vs your ability save or take 5d6 piercing damage, half as much on a successful save.

 Poison bomb. Releases a cloud of poison that lingers for three turns, ending on your turn. A creature that enters the area or ends its turn there must succeed on a Constitution saving throw vs your ability save or be poisoned (see Poisoned status effect), and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d4 poison damage. On a successful save, the poison ends. Maximum of 1 minute duration.

 Smoke bomb. Releases a cloud of smoke. The area becomes heavily obscured for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

 Sticky Bomb. Releases a viscous liquid that covers the ground. All creatures in the area must succeed on a Dexterity saving throw vs your ability save or be restrained. All creatures must make a Strength save at the end of each of their turns to free themselves.

Pack Fighting

At 7th level, you and your allies have advantage on an attack roll against a creature if at least one of your allies or yourself is within 5 feet of the creature and the ally isn’t incapacitated.

Leadership

At 7th level you are able to use your leadership to assist your allies. Recharges after a short or long rest. For 1 minute, you can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand you. A creature can benefit from only one Leadership die at a time. This effect ends if you are incapacitated.

Brutish Attacks

At 10th level you gain the Brutish Attacks feature. You have become adept at hitting your enemy so many times with efficiency, they become weak. If you hit an enemy with an explosive or twice in the same turn, they must make a Constitution saving throw against your save DC. If they fail, they fall prone and are stunned. They target can make a Constitution saving throw at the start of each of their turns.

Brutality

You know how to dispatch an opponent in an intimidating fashion that makes even the bravest warriors stomachs churn and flee.

At 15th level onward, if you hit a creature with a weapon attack or explosive and reduce it to 0 hit points, all living creatures of your choice within 30 feet of the target that can see the target must succeed on a Wisdom saving throw against your saving throw DC. On a failure, the target is frightened of you until the end of your next turn. If this occurred as a result of a Brutish Attack, the target creatures have disadvantage.

Unbreakable Bond

You gain this feature at 18th level. You may be frowned upon by those who don’t know you, but your party is your family and keeping them safe is the only thing that matters. Whenever you fall to 0 hit points and are within 30 ft of an ally, you get back up and regain 1/4 of your maximum hit points, gain a free use of Action Surge that can stack with another action surge. You regain this feature after a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes