Fighter
Base Class: Fighter

Scrappers are fighters that were never formally trained, whether they were forced to learn to fight, or taught themselves out of their own will, these fighters are fast, rude, and never fight fair. Most scrappers use their prowess with rude or dirty tricks to disorient and distract their opponent during a fight, before delivering a finishing blow to the target.

Dirty Tricks

When you choose this archetype at 3rd level, you learn tricks that are fueled by Trick Points.

Tricks. You learn three tricks of your choice, which are detailed below. Many  tricks impair an opponent in some way. You can use only one trick per attack.

You learn two additional tricks of your choice at 7th, 10th, and 15th level. Each time you learn new tricks, you can also replace one trick you know with a different one.

Trick Points. You have four Trick Points. A trick point is expended when you use it. You regain all of your expended trick points when you finish a short or long rest.

You gain another trick point at 7th level and one more at 15th level.

Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick’s effects. The saving throw DC is calculated as follows:

Trick save DC = 8 + your proficiency bonus + your Intelligence Modifier

Self-Taught Virtuoso

At 3rd level, you gain proficiency with one weapon of your choice.

Tricks

The tricks are presented in alphabetical order.

Dig wound

On your turn, when you hit with an attack against a creature with fewer hit points than its maximum, you may expend one trick point to deal extra slashing damage to it every time you hit it with an attack equal to your intelligence modifier for the next 1 minute.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one trick point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add your intelligence modifier to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Blow

When you hit a creature with a weapon attack, you can expend one trick point to distract an opponent from making an otherwise advantageous attack. Choose a creature you san see within 5 feet, that creature may not spend reactions until your next turn.

Dodging Strike

When you hit with a weapon attack, you may use a bonus action to expend 1 trick point to distract and deflect an opponent's attacks and add your intelligence modifier to your AC until your next turn.

Evasive Footwork

When you move, you can expend one trick point to add your intelligence modifier to your AC until you stop moving.

Fainting Strike

When you make a melee weapon attack on your turn, you can expend one trick point to faint your attacks against an opponent. Add 1d6 to your attack rolls against that creature for this round.

Goading Attack

When you hit a creature with a weapon attack, you can expend trick point to attempt to goad the target into attacking you. You add 1d8 to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Harsh Shove

When you hit with a weapon attack, you can expend one trick point, if the target is Large or smaller, it must make a STR saving throw. On failure, you push the target up to 15 ft. away from you.

Kick up Dust

You may spend 1 action and expend 2 trick points to scatter dust, gravel, or other rough materials upwards into a 5 foot cone. Any creature within the effected area must make a dexterity saving throw or take 1d4 slashing damage and be blinded or one round as rocks and other rough material scratches and slices at their face.

Set Alight

When you hit a creature with a melee attack, you may use your bonus action to discreetly set the target aflame with a held torch or other source of flame. The target must make a dexterity saving throw or take 1d6 fire damage and 1d4 fire damage at the start of each of its turns until it spends an action to put out the flame.

Staging Strike

You can expend one trick point and use a bonus action on your turn to prepare an attack against another foe, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add your intelligence modifier to the attack’s damage roll.

Throat Punch

When you hit a creature with a weapon attack, you can expend one trick point and use your bonus action to punch it in the throat, causing the target to gag and choke, that creature subtracts your intelligence modifier from its attack rolls and saving throws until your next turn.

Throw Sand

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to throw sand into an opponents eyes. When you do so, choose a creature within 5 feet of you and expend one superiority die. That creature makes a dexterity saving throw {{savedc:int}} to avoid being blinded for 1 round.

Trip Attack

When you hit a creature with a weapon attack, you can expend one trick point to attempt to trip the target. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Find Weak-Points

Starting at 7th level, you have become adept at discerning the easiest methods to defeat a target, when you make an attack against a creature, you may hav ethe attack deal no damage, and instead you learn of any weaknesses, resistances, or immunities the creature may have, in addition you learn of any easily exploitable locations in its armor if it is wearing any.

Quickened Tricks

At 10th level, you may use two tricks on each attack you make, instead of one, at 18th level this number increases to three tricks per attack.

Deadly Surprise

Starting at 15th level,  you gain advantage on your initiative rolls and attack rolls made during surprise rounds.

Quickened Tricks

At 18th level, you may use three tricks on attacks instead of two.

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