Base Class: Fighter
The Dirty Fighter thrives on cunning and deception, using sly tactics and underhanded techniques to gain the upper hand in battle. Rather than relying on brute force, they exploit weaknesses and strike when least expected. Quick to capitalize on any opening, the Dirty Fighter turns the tide of combat with cunning efficiency and clever misdirection. This fighter doesn’t care about honor, and aims to win by all means necessary.
From Scepter of the Lightbringer by Elderbrain.com
Level 3: Trip Attack
Starting at 3rd level, you learn how to throw your opponents off balance with a strike. When you hit a large or smaller creature with a melee weapon attack, you can attempt to trip them as a bonus action. The target must succeed on a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier) or be knocked prone. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.
Level 3: Feinting Strike
Starting at 3rd level, you can mislead your opponents and strike when they’re distracted, such as throwing sand in their face or hiding your blade before your attack. You gain proficiency in the Deception skill. As a bonus action, you can make a Deception skill check contested by a target’s Insight skill. On a success, you gain advantage on your next melee weapon attack against that target until the end of your turn. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.
Level 7: Underhanded Tactics
Starting at 7th level, you learn how to weaken your opponents. Once per turn, when you hit a target creature with a melee weapon attack and you have advantage on the attack roll, you can choose one of the following options:
- Hidden Blade. You gain a +4 bonus on your next melee weapon attack against your target.
- Blinding Feint. You can force your target to make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is blinded until the end of your next turn.
- Crippling Strike. You can force your target to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature’s movement speed is halved until it regains at least 1 hit point.
Level 10: Hit ‘Em Where It Hurts
Starting at 10th level, you learn how to strike an enemy’s vital points with precision. When you hit a creature with a melee weapon attack, you can cause terrible pain and force the creature to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature has disadvantage on attack rolls and Strength and Dexterity ability checks for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the effect ends on the creature. Creatures immune to exhaustion are immune to this effect. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.
Level 15: Dirty Tricks
Starting at 15th level, you can combine your deceptive techniques into a devastating combination. When successfully using your Feinting Strike, you gain advantage on all of your attack rolls against your target until the end of your turn.
You can use your Underhaded Tactics on all of your attacks you make with advantage.
When you score a critical hit against a creature, the target has disadvantage on all saving throws against your abilities gained from this subclass for 1 minute. This effect ends early if the creature succeeds on a saving throw against any of your abilities.
Level 18: Ruthless Opportunist
Starting at 18th level, your ability to deceive in combat becomes second nature. Your proficiency bonus is doubled when using the Deception skill during a Feinting Strike.
When you hit a target creature with a melee weapon attack and you have advantage on the attack roll, you can choose to attempt to stun the target, forcing them to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier) or be stunned until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
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