Base Class: Fighter
Whether they turned to this profession in pursuit of glory or simply to put food in their belly all have learned that the life of the itinerant warrior provides neither with great regularity. So it is that they learn to make the best of what they have got and never ask how someone won, only who won.
Odd Jobs
When you choose this archetype at 3rd level, you gain half your proficiency bonus, rounded down, in History, Insight, Perception, and Survival. Additionally you may add half your proficiency bonus, rounded down, to any ability check using tools with which you are not proficient.
Dirty Fighting
Starting at 3rd level, your time spent as a mercenary has assured you that underhanded fighting is the surest path to victory. As a bonus action, you may make a special attack with, which you are proficient, using either a shield you are wielding or a free hand. On a hit you deal 1d4+STR or DEX damage. The target then must pass a strength saving throw or be either knocked prone or grappled depending on whether you are wielding a shield or have a free hand respectively.
Fool Me Twice
Starting at 7th level, your constant struggle to make ends meet on the road has taught you well the value of distrust. You gain expertise in the skill Insight.
Additionally years of constantly watching your back has granted you proficiency in Dexterity saving throws. If you already have proficiency in Dexterity saving throws, you instead gain proficiency in Intelligence, Wisdom, or Charisma saving throws (your choice).
Dexterity
Additionally years of constantly watching your back has granted you proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence, Wisdom, or Charisma saving throws (your choice).
Intelligence
Gain proficiency in Dexterity saving throws. If you are already proficient gain proficiency in either Intelligence or Wisdom saving throws (your choice).
Wisdom
Gain proficiency in Dexterity saving throws. If you are already proficient gain proficiency in either Intelligence or Wisdom saving throws (your choice).
Improved Dirty Fighting
Starting at 10th level, when you deal damage to an enemy who is under the affect of any condition you deal an extra 1d6 damage of the same type.
Opportunist
Starting at 15th level, When an enemy within 10 feet interacts with an object, stands from prone, attempts to make a ranged attack, attempts to shove, attempts to grapple, or attempts to cast a spell that does not involve a melee spell attack, you may move to within reach and make an opportunity attack as a reaction. Movement as part of this reaction does not provoke attacks of opportunity.
Tactical Withdraw
Starting at 18th level, your knack for survival urges you to avoid fatal injuries. If you take damage that would reduce you to 0 hit points, you can use your reaction to move up to half your walking speed, without provoking attacks of opportunity, to a location out of range of the attack or source of damage. If there is no safe distance or location to take cover you take damage as normal, otherwise the action or event resolves without effect on you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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