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Marauder

A
LevelProficiency BonusBase SpeedFeaturesTenacity Dice
1st +2 0 Fighting Style 0
2nd +2 1 Tenacity Dice, Custom Feature 1 + Wisdom Modifier
3rd +2 1 Ability Score Improvement 1 + Wisdom Modifier
4th +3 1 2 + Wisdom Modifier
5th +3 2 Extra Attack 2 + Wisdom Modifier
6th +3 2 Ability Score Improvement 3 + Wisdom Modifier
7th +4 2 Hasty Reload 3 + Wisdom Modifier
8th +4 2 Fighting Style Mastery 4 + Wisdom Modifier
9th +4 3 Ability Score Improvement 4 + Wisdom Modifier
10th +5 3 5 + Wisdom Modifier
hit dice:
hit points at 1st level: 3 + Your Consitution Score
hit points at higher levels: 3 + half your Constitution modifier (rounded down) per level after 1
armor proficiencies:
weapon proficiencies: All Non-Cultured Melee Weapons, All Non-Cultured Defensive Weapons, All Firearms, All Weapons from your Culture
tools:
saving throws: Strength, Wisdom
skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Investigation, Nature, Perception, and Persuasion
starting equipment:
spellcasting:
class features:

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   Brawler. You gain advantage on grapple checks against a creature that missed a melee weapon attack roll against you on its previous turn.   Brutal Finesse. You can add both your Strength and your Dexterity modifier to the damage roll of melee weapon attacks.   Deadeye. You have a +2 bonus to all firearm aim checks and damage rolls. In addition, your firearm aim checks score a critical hit on a 19-20.   Fleet Fighter. Your speed modifier increases by 1.   Studious Foe. Upon missing with a melee weapon attack against a creature, you may ask the DM about one of four things about the target: its Armor Class, its current Hit Points, the to-hit bonus of its last used attack, or the damage dice of its last used attack. The DM must give you an honest answer when replying.   Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.   Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the hit and damage rolls of the second attack.   Quickdraw. You gain advantage on pistol aim checks on the first round of combat. In addition, you gain a +4 bonus to your Speed Modifier on the first round of combat.  

Tenacity Dice

By 2nd level, you can choose to expend extra effort into downing already wounded creatures. You have a number of tenacity dice dependent on your level (see the Marauder Class Table above). Tenacity dice are d4s that you can add to the damage roll of a melee weapon attack that hits a creature with less than half its hit point maximum. You can expend up to 2 tenacity dice per attack.   You regain all spent Tenacity dice after a long rest.  

Custom Feature

By 2nd level, you've developed enough to form a special technique or tactic of your own invention. Pitch a concept of a class feature to your DM, and work with them to fine-tune and alter it for balance. This feature will be unique to your character, and should reflect the individual traits of that character.  

Ability Score Improvement

When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Extra Attack

By 5th level, you have learned to make the most of your time in combat. You can now make an additional melee attack or firearms aim check after making a melee weapons attack as an action on your turn.  

Hasty Reload

By 7th level you’ve learned a trick for reloading pistols at record speeds. Doing so is tricky, however, and if you fumble, you’ll waste time. On your turn, you can attempt a Hasty Reload with an unloaded pistol. Make a DC 10 check, to which you can add any amount of Tenacity Dice before or after you roll. On a success, your pistol is reloaded as a bonus action. On a failure, you lose your action and fail to load the weapon.  

Fighting Style Mastery

By 8th level, you’ve completely mastered your style of fighting. Your current fighting style is upgraded to the one corresponding to it on the list below. For example, Brawler becomes Brawler (M). Do note that this replaces your fighting style, meaning you now gain the mastered fighting style benefits, but not those of your previous fighting style.   Brawler (M). You gain advantage on grapple checks against a creature that missed a melee weapon attack roll against you on its previous turn. In addition, you gain advantage on melee weapon attacks against targets you are grappling.   Brutal Finesse (M). You can add both your Strength and Dexterity Modifiers to the damage rolls of melee weapon attacks. In addition, you have a +2 to hit with all melee weapons.   Deadeye (M). You have a +3 bonus to all firearm aim checks and damage rolls. In addition, your firearm aim checks score a critical hit on a 17-20.   Fleet Fighter (M). Your speed modifier increases by 2.   Studious Foe (M). Upon missing with a melee weapon attack against a creature, you may ask the DM about two of four things about the target: its Armor Class, its current Hit Points, the to-hit bonus of its last used attack, or the damage dice of its last used attack. The DM must give you an honest answer when replying.   Thrown Weapon Fighting (M). You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +3 bonus to the damage roll. You can now also throw a drawn weapon as a bonus action.   Two-Weapon Fighting (M). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, you gain a +1 to hit with both weapons.   Quickdraw (M). You gain advantage on pistol aim checks on the first two rounds of combat. In addition, you gain a +6 bonus to your Speed Modifier on the first two of combat.
subclass options:

Created by

Dungeon_builder14.

Statblock Type

Class Features

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