Fighter
Base Class: Fighter

You have grown weary of the burdens of fighting with honor, the unnecessary dead weight of fighting fair. After all, anything goes when your life is on the line, loyalties and oaths float out of the mind when faced with the possibility of an ax embedding itself into your skull or a sword erupting through your chest and spilling your entrails.

A defector, traitor, scoundrel, and other names will be upon your shoulders, but these are noticeably lighter than your old burdens and allow your to make your own vows and do as you please, not bound to a code of honor or duty to a kingdom.

In battle, you are a force to be reckoned with, despite the more noble and oath-bound viewing you as nothing more than a raving fool or rabid animal. Mercy is not a noticeable strong suit, and most techniques employed are of a kind only found among the worst scum of society (i.e. pocketsand, hitting under the belt, biting while grappling, ect.) You may also choose to take cantrips and low level spells, anything within your old oaths and rules which prevented you in the first place are now gone.

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Honorless

Gain a number of action points (Character level x 2) as well as two malefactions. You gain additional malefactions at levels 7, 12 (two gained here), and 16. A malefaction uses an action, bonus action, or counts as a free action as specified, though only one can be used per turn. Malefactions that can be used as reactions do not count to this limit of one per turn. Saving throws are equal to 9+ Proficiency bonus+ modifier of the specified stat. All points are restored after a long rest.

Malefactions

  1. Pommel Strike (Cost: 3, bonus action)- Strike one enemy on the head with the blunt part of your weapon, the enemy must succeed a constitution saving throw (against strength mod.) or be incapacitated for a turn. If the enemy critically fails, they also fall prone.
  2. Pocket Sand (Cost: 1, reaction)- Toss dust into the eyes of an enemy within 10ft and reduce their attack role by 2d4. This increases to 3d4 at the 12th level, and 4d4 at the 17th.
  3. Disparage (Cost:4, action)- Verbally berate 1 + charisma mod. (minimum of 1) enemies and if an enemy fails a wisdom saving throw (against charisma mod.) they will have disadvantage on all roles until the end of their next turn.
  4. Under the Belt (Cost: 6, bonus action)- Aim a blow to the enemy's nether regions (or any especially vulnerable spot) and count an attack role as a critical if it is 17 or above. On a critical hit, the enemy suffers 2d8 damage, 3d8 at level 7, 4d8 at 14, and 5d8 at 18. (ignores all immunities or resistances).
  5. Brutalize (Cost:5, free action)- If you kill an enemy that has a discernible neck and head, cut it off and chuck it at an enemy within 40ft, frightening the enemy for 1d4 turns. (This only works on certain humanoids, but your DM can decide on which enemies this will work)
  6. Erratic Footwork (Cost:2, bonus action)- You move in a manner akin to dust in the wind to confuse your enemies, adding your proficiency bonus to your AC until your next turn.
    Divert Attention (Cost: 4, reaction)- divert your enemy's attack towards an ally within 5ft of the enemy, said ally may counter attack using a reaction whether or not the enemy actually deals any damage.
  7. Living Shield (Cost:6, reaction)- when you are being attacked, grab another enemy within 5ft. The enemy must make a strength saving throw (against strength mod) or switch places with you, taking the attack of the enemy that was originally attacking you.
  8. Flee (Cost: 4, action)- turn and run away from the fray without triggering attacks of opportunity to a distance of up to 120ft and immediately make a stealth roll with advantage if there is anything around that can be used as cover.
  9. Disarm (Cost:5, action)- aim an attack at the wrist of an enemy that is holding a weapon. On a hit, the enemy must make a dexterity saving thrown (against the damage dealt, not the saving throw value) or drop the weapon. If the attack is a crit or the enemy critically fails, then the hand of the enemy comes off and the enemy looses use of that hand.

Martial Prowess

Gain a weapon related feat

Hidden Weapon

Designate a handaxe or dagger as a hidden weapon, increase the damage die to 1d8. The weapon gains the following effects:

  • The weapon can be drawn without using an action or bonus action
  • The first attack made with the weapon has advantage and can crit on an 18 or above (can only be used once per long rest)
  • You cannot be disarmed of the weapon unless incapacitated
  • Others cannot detect the weapon, unless they have truesight or magic that allows them to see it

Stolen Arcana

 

Learn two cantrips. These cantrips must be utility in nature without any immediate application in battle. You will gain two more cantrips at level 14.

Respite

Use an action to regain 1d8 action points during combat, however all attack roles against your are made at advantage until your next turn.

Chaotic Tendencies

Your movements and actions confound anyone who abides by laws or set patterns. Any enemy of lawful alignment has -2 to their attack roles against you.

Merciless

Use a bonus action to double the amount of attacks you can make on your turn (two becomes four, three becomes six, and so on). Your AC is reduced to 10+ half of your dex mod (rounded down) for 4 turns.

Defiance

If you are brought to zero hit points, you may sacrifice all of your action points and half the amount of total action points you can half to heal yourself for 1d20. This can only be used once every 7 long rests and your stat mods are capped at +2 until after 2 long rests. The original total for your action points is restored after a long rest.

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