Those who walk the path of Errants are skilled mercenary combatants, fighters who pick up skills from here, there, and everywhere. They are more likely to win by foul means than fair, and many wander the lands in search of paid adventure. Some choose to prove their prowess in duels or tournaments, while others waylay others to test their skill or merely go to war for coin. What they share is having little illusion of their place- all are killers who fight to win a combat, not to keep a code of honour.
Bonus Proficiencies From 3rd level, when you choose this archetype, you gain proficiency in one skill, one tool set, and one language of your choice. Dirty Tricks You learn two dirty tricks from the list below. You may use each dirty trick once. All expended uses are refreshed when you finish a short or long rest. When you reach 7th level, and again at 10th and 15th level, you learn an additional two dirty tricks. Blinding blow. When you have hit an opponent with a melee weapon attack, they must make a Constitution saving throw (DC 8 + your proficiency modifier + your Dexterity modifier) or be blinded until the end of your next round. Cloak and dagger. When you take the Disengage action, you become invisible until the start of your next round. Disarming strike. When an opponent attacks you with a melee weapon attack, you can use your reaction to attempt to disarm them of the weapon. The target must make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or drop one item that they are holding, of your choice. If this is a weapon, you can choose to be holding it instead. Distracting strike. When you hit an opponent with a weapon attack, the DC for concentration checks to etain concentrating on a spell is 15 or half of the damage taken, whichever is higher. Extra strike. When you have hit an opponent with a melee attack, you may deal an additional 1d4 + your Dexterity modifier points of damage, either bludgeoning, piercing, or slashing (your choice). Fouling strike. When you hit an opponent who is wearing armour or using a shield, you can cut straps, foul joints, and otherwise disable the armour, giving them a -2 penalty to their Armour Class until this can be repaired. Low blow. When you have hit an opponent with a weapon attack or unarmed strike, they become poisoned until the start of your next turn. Momentum. When a creature enters melee range with you, you can use your reaction to make a Shove attempt. The creature has disadvantage on this roll. Opportunity. When an ally hits a creature in range or when a creature in range rolls a natural 1 on their attack roll, you may use your reaction to make a melee attack against the same target. Quick cover. If you take the Dodge action, or as a bonus action if you are adjacent to an object at least half your size, you gain half cover against attacks from one opponent of your choice. Sacrifice. When a creature targets you with a weapon attack, you can use your reaction to have the attack to target an adjacent creature instead. Tiring attack. When an opponent misses you with a melee attack, you can use your reaction to give them a level of exhaustion. Unexpected attack. When an opponent declares a melee attack against you, you can use your reaction to make a melee attack against an opponent using an unarmed strike, improvised object, or light weapon. This is resolved before the opponent's attack. Bastardry From 7th level, you have advantage on initiative rolls. Additional Fighting Style At 10th level, you can choose a second option from the fighting Style class feature. Improved Bastardry From 15th level, you have advantage on attack rolls against any creature which hasn't acted in the combat yet, or is surprised by your attack. Constantly Surprising From 18th level, whenever you roll initiative, you refresh the use of all of your dirty tricks. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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