Fighter
Base Class: Fighter

Level 3 — Family Training

You gain proficiency with:

  • Firearms (DMG modern firearms)
  • Intimidation or Deception
  • Vehicles (land)

You also gain proficiency with improvised weapons.

Whenever you hit a creature with an improvised weapon, pistol whip, or unarmed strike, you may deal an extra 1d4 damage.

Level 3 — Heat Meter

You learn how to fight under pressure while police sirens close in.

You gain Heat Dice equal to your proficiency bonus (d6s).
You regain all expended Heat Dice after a long rest.

You may expend a Heat Die to:

  • Add it to firearm damage
  • Add it to an Intimidation check
  • Reduce damage dealt to you by the number rolled
  • Attempt a Dirty Trick

Dirty Tricks

When you hit a creature with a weapon attack, expend a Heat Die:

  • Kneecap: Target loses 10 ft movement
  • Blindside: Target has disadvantage on next attack
  • Disarm: Force STR save or drop held item
  • Shake Down: Target frightened until end of your next turn

Save DC = 8 + proficiency + STR or DEX modifier.

Level 7 — Borough Connections

You know somebody everywhere.

In any urban environment, you can:

  • Secure a safehouse for your party
  • Acquire illegal gear or ammo
  • Gather rumors in 1 hour
  • Call in a favor once per long rest

Examples:

  • getaway vehicle
  • forged documents
  • police scanner
  • black-market weapons
  • burner phones

Additionally, you gain advantage on Persuasion and Intimidation checks against criminals.

Level 10 — No Loose Ends

You dominate close-quarters fights with ruthless pressure, point-blank gunfire, and the certainty that no one escapes before the job is finished.

Once on each of your turns when you hit a creature within 10 feet of you with a weapon attack, the attack deals an additional 1d8 damage, and you can choose one of the following effects:

  • Corner Them. The creature’s speed becomes 0 until the start of your next turn.
  • Rough Them Up. The creature must succeed on a Strength saving throw or be knocked prone or pushed up to 10 feet away from you.
  • Send a Message. The creature cannot take reactions and has disadvantage on the next attack roll it makes before the start of your next turn.

The saving throw DC equals 10 + your proficiency bonus + your Strength or Dexterity modifier.

Additionally, being within 5 feet of a hostile creature does not impose disadvantage on attacks you make with one-handed ranged weapons.

Level 15 — Made Man

Years of violence, close calls, and hard-earned authority have made you exceptionally difficult to put down.

Your hit point maximum increases by an amount equal to your Fighter level when you gain this feature. Whenever you gain another level in this class, your hit point maximum increases by 1 additional hit point.

Additionally, whenever you use your Second Wind, you regain extra hit points equal to your Constitution modifier + your proficiency bonus.

Level 18 — The Grand Don

Your name carries absolute authority, inspiring loyalty in your allies and fear in your enemies. You gain the following benefits:

  • You are immune to the charmed and frightened conditions.
  • When you roll initiative, you regain two expended uses of Heat.
  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • Once on each of your turns when you hit a creature with a weapon attack, the attack deals an extra 1d10 damage.
  • Your weapon attacks ignore half cover and three-quarters cover.
  • When you reduce a creature to 0 hit points, you can immediately move up to half your speed and make one weapon attack as part of the same action. This movement does not provoke opportunity attacks.

Additionally, allies of your choice within 30 feet of you have advantage on saving throws against being charmed or frightened. Whenever one of those allies hits a creature with a weapon attack, it deals an extra 1d6 damage. A creature can benefit from this additional damage only once per turn.

Family Training

You gain proficiency with:

  • Firearms (DMG modern firearms)
  • Intimidation or Deception
  • Vehicles (land)

You also gain proficiency with improvised weapons.

Whenever you hit a creature with an improvised weapon, pistol whip, or unarmed strike, you may deal an extra 1d4 damage.

Heat Meter

You learn how to fight under pressure while police sirens close in.

You gain Heat Dice equal to your proficiency bonus (d6s).
You regain all expended Heat Dice after a long rest.

You may expend a Heat Die to:

  • Add it to firearm damage
  • Add it to an Intimidation check
  • Reduce damage dealt to you by the number rolled
  • Attempt a Dirty Trick

Dirty Tricks

When you hit a creature with a weapon attack, expend a Heat Die:

  • Kneecap: Target loses 10 ft movement
  • Blindside: Target has disadvantage on next attack
  • Disarm: Force STR save or drop held item
  • Shake Down: Target frightened until end of your next turn

Save DC = 8 + proficiency + STR or DEX modifier.

Borough Connections

You know somebody everywhere. While in an urban environment, you can use your criminal connections to secure the following benefits:

• Find a safehouse capable of sheltering you and your party.
• Locate a source of illegal equipment or ammunition, although you must still pay its normal price unless the DM determines otherwise.
• Spend 1 hour gathering local rumors and criminal information.
• Call in a special favor once, regaining the ability to do so when you finish a Long Rest.

A favor might provide a getaway vehicle, forged documents, a police scanner, black-market weapons, burner phones, or similar assistance. The availability and exact limitations of a favor are determined by the DM.

Additionally, you have Advantage on Charisma (Persuasion) and Charisma (Intimidation) checks made to influence criminals.

No Loose Ends

You dominate close-quarters fights with ruthless pressure, point-blank gunfire, and the certainty that no one escapes before the job is finished.

Once on each of your turns when you hit a creature within 10 feet of you with a weapon attack, the attack deals an additional 1d8 damage, and you can choose one of the following effects:

  • Corner Them. The creature’s speed becomes 0 until the start of your next turn.
  • Rough Them Up. The creature must succeed on a Strength saving throw or be knocked prone or pushed up to 10 feet away from you.
  • Send a Message. The creature cannot take reactions and has disadvantage on the next attack roll it makes before the start of your next turn.

The saving throw DC equals 10 + your proficiency bonus + your Strength or Dexterity modifier.

Additionally, being within 5 feet of a hostile creature does not impose disadvantage on attacks you make with one-handed ranged weapons.

Made Man

Years of violence, close calls, and hard-earned authority have made you exceptionally difficult to put down.

Your hit point maximum increases by an amount equal to your Fighter level when you gain this feature. Whenever you gain another level in this class, your hit point maximum increases by 1 additional hit point.

Additionally, whenever you use your Second Wind, you regain extra hit points equal to your Constitution modifier + your proficiency bonus.

The Grand Don

Your name carries absolute authority, inspiring loyalty in your allies and fear in your enemies. You gain the following benefits:

  • You are immune to the charmed and frightened conditions.
  • When you roll initiative, you regain two expended uses of Heat.
  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • Once on each of your turns when you hit a creature with a weapon attack, the attack deals an extra 1d10 damage.
  • Your weapon attacks ignore half cover and three-quarters cover.
  • When you reduce a creature to 0 hit points, you can immediately move up to half your speed and make one weapon attack as part of the same action. This movement does not provoke opportunity attacks.

Additionally, allies of your choice within 30 feet of you have advantage on saving throws against being charmed or frightened. Whenever one of those allies hits a creature with a weapon attack, it deals an extra 1d6 damage. A creature can benefit from this additional damage only once per turn.

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