Fighter
Base Class: Fighter

Some fighters were born noble, they were trained from birth to ride and fight, they learnt pomp and pageantry, risen to be mighty warriors or trained lethal soldiers. Your path was written differently, learning through need and necessity, fighting in a different theatre of battle, trading war zones for street skirmishes, military tactics for gang warfare. You are at home in the back alleys, applying underhand techniques and drive to win no matter what.

Choosing this subclass will allow you to harass and weaken your foes, dealing swift attacks and back alley tactics to muddle opponents before going in for the kill. Or using your Tenacity to will yourself through a situation that would break a weaker fighter.

Back Alley Tactics

Beginning when you choose this archetype at 3rd level:

Tenacity Points: You have a will and drive to survive and overcome your environment, born of the streets and grown fighting for your place at the table, you have pool of 3 Tenacity points to draw from, you regain 1 point after finishing a short rest or all points after a long rest. You can regain 1 point should you strike with a critical hit.

If you hold a Light weapon in your main hand (creatures of Huge or Larger are immune to these effects):

You can use your bonus action to make an Unarmed Melee attack (1+str Mod) against your opponent, upon a successful hit you can spend a Tenacity point to in act an addition effect:

Discombobulate: You launch a strong hook with your offhand at your opponents head, they must make a Con Save against your DC (8+Prof+Str) on a fail you opponent has disadvantage on their next melee or ranged attack roll.

Jaw Breaker: You swing wildly at your opponents jaw, they must make a Dex Save against your DC (8+Prof+Str) on a fail if your opponent cannot cast spells with a Verbal component or call for help until your next turn.

Uppercut: You launch your fist upwards, striking your opponent with brutal intent, they must make a Str Save against your DC (8+Prof+Str) on a fail your opponent is forced 10ft back.

 

Bloody Knuckles, Bloody Face, Bloody Life

Starting at 7th level:

- The skin on your hands is hardened and calloused, blood runs through the cracks and weight of the world is behind every attack, the damage dice for your Back Alley Tactics becomes a d4.

- Fight on longer and stronger. Your Tenacity Point pool becomes 5 and you can regain 2 points after a Short Rest and all of your points after a Long Rest. If you hit with a critical strike you will regain 1 Tenacity point.

- Time on the streets and around the world gives you a new set of skills. You can choose one of the following to become Proficient in: Stealth, Deception, Sleight of Hand or Intimidation.

Body Guard

At 10th level, When an ally is targeted by an attack within 5ft of you, you can use your reaction to move to defend them:
-If it is a Ranged Attack you can add your Con Modifier to their Armour Class. You can then spend a Tenacity Point to move (equal to your movement speed) towards that enemy and make an attack role.
-If it is a Melee Attack you can add your Str Modifier to Their Armour Class. You can then spend a Tenacity point to make a Melee attack and a Back Alley Tactics attack against that enemy.

- A creature that is Huge or Larger is no longer immune to your Back Alley Tactics but they do roll the Saves with advantage.

Bring down the Giants

Starting at 15th level:

-You have fought long and hard, the damage dice for your Back Alley Tactics becomes a d6

-Conditioning and training are long a disciplined processes, you can now wield a weapon without the Light property and still gain the benefits of Back Alley Tactics.

-You are more than your earthly form, a creature of Huge or Larger no longer rolls with advantage against your Back Alley Tactics.

-Can't keep you down, your Tenacity point pool becomes 7, you regain 3 points after a short rest and regain all of them on a long rest. You regain 1 Tenacity point after you score a critical hit.

From Within

At 18th level, As an action you can expend Tenacity points for a variety of effects:

-You pull from within to be renewed with fighting spirit, you can restore Hit points equal to Half you level (rounded up) x Number of points spent.
-You can do any task you set your mind to spend one point to reroll an Ability check, you can use this feature after seeing if the roll was a success or failure.
-Your not going down without a fight and you're going to stop until you have nothing left, when you drop to 0 Hit points you can spend 3 points to instead drop to 1 Hit point, this feature can only be use once per round.

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