Roughneck
Fighter Subclass
Roughnecks are ruffians, ambushers, thugs, skirmishers, bandits, toughs, hooligans, or the like. They are equally comfortable scouting, stalking, menacing, patrolling, raiding, or roughing it. Some have a military background, others might have gotten their start as highwaymen, soldiers of fortune, members of a street gang, or as part of a band of merry robbers. Perhaps they were freedom fighters from a people waging guerilla warfare against their oppressors, or in the retinue of a displaced lordling attempting to reclaim their ancestral lands via fair means or foul. Maybe they were just born into a hard scrabble life in the slums or along a forsaken frontier.
Whatever the case, they are capable and hardy combatants who don't fear to tread off the beaten path, and are well suited to a life of danger and adventure.
Fighter Level | Features | ||||||
---|---|---|---|---|---|---|---|
3 |
|
||||||
7 |
|
||||||
10 |
|
||||||
15 |
|
||||||
18 |
|
Coarse Competence
When you enter this Martial Archetype at 3rd level, you gain your choice of one of the following options:
- Brawler: You gain proficiency with Athletics if you do not already have it, and your choice of one other skill from Insight, Intimidation, or Persuasion. You also gain proficiency with improvised weapons, and when you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to shove or grapple the target.
- Bushmaster: You gain proficiency with Stealth if you do not already have it, and your choice of one other skill from Nature, Perception, or Survival. You gain advantage on Dexterity (Stealth) checks while moving through any of the following terrain types: coast, forest, grassland, mountain, swamp. Finally, if you are traveling alone or with allies that have this feature or a similar ability, you can move stealthily at a normal pace.
- Deckrat: You gain proficiency with Acrobatics if you do not already have it, and your choice of one other skill from Athletics, Nature, or Perception. You also gain proficiency with rope, a gaming set of your choice, and water vehicles. Finally, while you are not encumbered or wearing medium or heavy armor, your climbing speed and swimming speed are equal to your walking speed.
- Hoodlum: You gain proficiency with Sleight of Hand if you do not already have it, and your choice of one other skill from Acrobatics, Athletics, or Insight. You know Thieves' Cant, and you gain proficiency with thieves' tools, and your choice of a gambling set or land vehicles. Finally, on your turn in combat, you can Disengage as a bonus action.
- Menacer: You gain proficiency with Intimidation if you do not already have it, and your choice of one other skill from Athletics, Insight, or Survival. You have a +5 bonus to your passive Charisma (Intimidation) score. In addition, you can attempt to influence others using Intimidation without making threats, taking hostile actions, or resorting to physical violence via your menacing presence and their own imagination of what might happen if they irritate you.
- Scrambler: You gain proficiency with Acrobatics if you do not already have it, and your choice of one other skill from Insight, Perception, or Stealth. Your walking speed increases by 5, you have a climbing speed equal to your walking speed, and you may calculate your jump distances using your Dexterity (instead of Strength). Finally, whenever you would make a Strength (Athletics) check for climbing, jumping, or grappling you may instead make a Dexterity (Acrobatics) check.
Hard-bitten
You are difficult to kill, and recover from even near-fatal harm rapidly. As you progress in this class, your natural hardiness will improve even further.
- Starting at 3rd level, you automatically stabilize if you are dying at the start of your turn. Additionally, when you would regain hit points while at less than a quarter of your maximum hit points (rounded up), you regain double that many hit points (up to your maximum).
- At 7th level, when you would suffer one or more levels of exhaustion you suffer one less level of exhaustion. You can’t use this feature again until you finish a long rest.
- At 10th level, you may recover one level of exhaustion each time you complete a short rest.
- At 15th level and again at 18th level, your Constitution score and your Constitution maximum score increase by 2.
Roughneck Fighting Styles
When taking your 3rd, 10th, and 18th levels of this class, you may choose an additional fighting style from those available to fighters, or from among the following Roughneck Fighting Style options. You cannot gain a fighting style you already have.
- Bouncer: If you are not incapacitated and are standing, you gain advantage on Strength (Athletics) checks made to resist being shoved, knocked prone, or grappled. If you succeed on a check to resist a creature that is attempting to shove or grapple you using a melee attack, unless that creature is two size categories or more larger than you they are shoved back 5 feet or are knocked prone (your choice).
- Bounder: While you are not encumbered or wearing medium or heavy armor, your walking speed increases by 10 and you may Dash or Disengage as a bonus action on your turn.
- Deflector: If you are armed with a melee weapon or wielding a shield, when you are hit by a ranged attack you can use your reaction to attempt to deflect such attacks. Until the start of your next turn, you have a +2 bonus to your armor class against ranged attacks, including against the triggering attack.
- Headbutz: If you are able to move your head, you can attempt to headbutt another creature within your reach as a bonus action during your turn. You make a single unarmed strike against the target creature. You are proficient with this attack, and it deals bludgeoning damage equal to 1d4 + your Constitution bonus (minimum 1). If you hit, the target gains the stunned condition until the end of their next turn unless they succeed on Constitution saving throw against a DC equal to 8 + the damage taken from the attack. If you roll a 1 to hit with this attack, you instead resolve the attack as a hit against yourself.
- Knife Fighter: When wielded by you, the damage for a dagger is 1d6 piercing or slashing (instead of 1d4 piercing) and the thrown range is increased to 30/90 (instead of 20/60). Additionally, when you engage in two-weapon fighting using a dagger as the second weapon, you can add your ability modifier to the damage of the second attack. Finally, when you draw a one handed weapon of any kind you may also draw a dagger if you have another hand free.
- Ground Fighter: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. Additionally you do not suffer disadvantage on attacks you make while prone, and attackers within 5 feet do not gain advantage on their attacks against you due to you being prone.
- Hurler: You have proficiency with thrown weapons (including improvised weapons that can be thrown), and you gain a +2 bonus to attack rolls you make with thrown weapons.
- Improviser: You are proficient with all improvised weapons. Additionally, improvised weapons that normally deal 1d4 damage deal 1d6 damage when wielded by you. Finally, you can wield a reasonably sturdy object that weighs at least 3 lbs as a makeshift shield granting you +1 AC.
- Point Blank: When making a ranged attack with a ranged or thrown weapon while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, your ranged attacks with ranged and thrown weapons against targets within 15 feet of you ignore half cover and three-quarters cover and gain a +1 bonus to the damage roll.
- Raider: You have advantage on initiative rolls, and you have advantage to hit with the first attack you take against a creature during the first round of a combat.
- Retributor: Each turn, you have advantage to hit with the first attack you take against a creature that has dealt damage to you since your last turn. If you hit, the attack deals +1 damage.
- Tumbler: Once per turn, if you become prone but are not incapacitated and are not encumbered, you may make a Dexterity (Acrobatics) check against a DC equal to 5 + the number of feet you moved prior to becoming prone (if any). If you succeed, you stand up for 0 movement and gain +2 AC until the start of your next turn.
- Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 2d4 + your proficiency bonus on a hit. Additionally at the start of each of your turns you can deal 2d4 + your proficiency bonus bludgeoning damage to one creature you are grappling with or are being grappled by.
- Vitals Striker: Once per turn, when you target a creature within 30 feet that you can see with a weapon attack and would have advantage on the attack roll, you may instead roll without advantage. If the attack hits, it deals an extra 1d8 damage of the weapon's damage type.
The fighting style options from the above list are also available to choose from when you use the Martial Versatility feature to replace a fighting style you know.
Second Wind
At 7th level and again at 15th level, you gain an additional use of Second Wind. You continue to regain one use of Second Wind after a short rest, and you regain all uses of Second Wind (up to your maximum) after a long rest.