Base Class: Fighter
Sometimes, all the discipline, tactical knowledge, and skill in the world still isn't enough. Every now and then, a little improv is required to get out of a tough situation. Chivalry is for fools concerned with pageantry and putting on airs; you do what you have to do to win. A Dirty Fighter is not a trickster per se; they just do what needs to be done, and they aren't above throwing some dirt in their opponent's eye or causing a distraction to gain the upper hand.
Rough and Tumble
At 3rd level, you gain the following benefits:
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you successfully attack with an unarmed strike or improvised weapon, you can use your bonus action to attempt to grapple the target.
Scrappy Tactics
At 7th level, you have learned how to make the most of an opening in your opponent's defenses to give yourself the upper hand. You must be 5 feet of an opponent and aware of their location. You can use your bonus action to use one of the following tactics against a single enemy within melee range:
- Trip. You and your target make opposed Dexterity rolls. If you win, the opponent is rendered prone before you.
- Shove. You and your target make opposed Strength (Athletics) rolls. If you win, you push your enemy 10 feet away from you.
- Blind. You make a melee attack roll. Upon a success, you target the creature's eyes, if it has any, and it is blind until the end of its next turn.
- Deafen. You make a melee attack roll. Upon a success, you target the creature's ears, if it has any, and it is deaf until the end of its next turn.
- Distract. You make a Deception or Sleight of Hand roll opposed by the enemy's Insight. If you are successful, you gain advantage on all attacks against that enemy until the end of your next turn.
Switcheroo
At 10th level, you can react quickly to reposition yourself to avoid attack and have something, or someone, else absorb the damage. When an enemy makes a successful melee attack against you, you can make a Dexterity roll (DC 15) as a reaction. You must be aware of the attack and within 5' of a creature or object that is at least within one size category of you (for instance, if you are Medium, you can use a Small or Large object or person). If you are successful, you immediately trade places with that object or creature, and it takes the damage from the enemy's attack.
Dogpile
At 15th level, you can make an attack of opportunity against a target that is engaged in melee target with someone else. If someone else makes a successful attack against an enemy within 5 feet of you, you can use your reaction that round to also make an attack, with advantage, against that same target.
Kick 'Em While They're Down
At 18th level, you deal additional damage against foes that are compromised, allowing you to finish the fight more quickly. Any melee attack roll you make against a creature that is blinded, deafened, grappled, restrained, stunned, or poisoned automatically hits and is treated like a critical hit.
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