Fighter
Base Class: Fighter

Ruffians use everything and anything to gain the upper-hand. Whether it's underhanded tactics or unconventional weapons, they use everything in their (or other's) power to win.

Hooliganism

At 3rd level, you are proficient with improvised weapons. When you hit a creature with an improvised weapon, you can break the weapon to gain a bonus to the damage roll equal to half the maximum damage on the damage die, rounded up. If a creature within melee range goes unconscious or dies, you can use your reaction to arm yourself with a weapon, such as a dagger the creature held, or the creature 's body part (when appropriate) as an improvised weapon. The first time you hit a creature with an improvised weapon, you gain advantage on the attack roll.

Dirty Fighting

Beginning at 7th level, whenever you attack a creature with an improvised weapon, if you choose to break the weapon, you may choose one additional effect. The target makes a saving throw to resist an effect. The base saving throw is calculated as follows:

Dirty Fighting Base DC = 8 + your proficiency modifier

  • Gouge Add your Dexterity modifier to the DC. The creature must succeed a Dexterity saving throw or be blinded until the end of its next turn. If the weapon deals piercing damage, add your proficiency modifier to the DC.
  • Hamstring The creature must succeed a Dexterity saving throw or its move speed is halved until the end of its next turn. If the weapon deals slashing damage, add your proficiency modifier to the DC.
  • Staggering Blow Add your Dexterity modifier to the DC. The creature must succeed a Constitution saving throw or it cannot take reactions until the end of its next turn. If the weapon deals bludgeoning damage, add your proficiency modifier to the DC.

Persistent Hooliganism

Beginning at 10th level, whenever you attack a creature with an improvised weapon, if you have not attacked that creature with that weapon, you gain advantage on the attack roll. Whenever you arm yourself with an enemy's weapon, until the end of combat, that weapon is treated as an improvised weapon if it is not already one. If the weapon is nonmagical, you can break this weapon for bonus damage.

Deliberate Devastation

Starting at 15th level, when you choose to break an improvised weapon, the bonus to the damage roll increases to the maximum value of the damage dice.

Blackguard

At 18th level, whenever you have advantage and hit a creature, you can choose an effect from Dirty Fighting. If you attack with an improvised weapon, you can choose an additional effect from Dirty Fighting.

Previous Versions

Name Date Modified Views Adds Version Actions
10/8/2018 11:56:06 PM
156
11
0.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes