hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Swashbuckling: Starting at 3rd level, you may add +2 to Charisma.
Scrappy: Starting at 3rd level, any time you roll a natural one on an attack roll or ability check or saving throw, you may reroll the die one time, regardless of the result.
Reputation Precedes You: Starting at 3rd level, you may take trophies from any creature you kill: a coin, a necklace, belt, whatever you choose. You affix these to your belt or a chain or whatever you choose to display it on. During any persuasion or intimidation check, you may draw attention to them. With 1-10 trophies, add a d4 to the result; with an 11-20, add a d6 to the result; with a 21 or higher, add a d8 to the result.
Double Down: Starting at 7th level, as a bonus action you may expend one platinum piece and roll a d20. If the result is an even number, double the damage of your next attack. If the result is an odd number, the damage of your next attack is halved.
Antagonize: Starting at 10th level, once per short or long rest, as a free action you may shout insults at a target. They must make a charisma saving throw (DC=8+Profeciency Bonus+Charisma Modifier). On failure, they must look directly at you for the entirety of their next turn. Furthermore, they have disadvantage on any attacks made during that same turn.
Fit of Rage: Starting at 15th level, once per short or long rest, you may use your action to make 3 melee attacks on a single target. Furthermore, the target must make a dexterity saving throw or be knocked prone.
Mob Mentality: Starting at 18th level, once per long rest, as a bonus action you may attempt to rally hostile creatures to your side. Any creature within 30 feet of you with an intelligence of at least 8 must make a Charisma saving throw. On failure, they will do whatever you tell them, except hurt themselves, for the next 15 seconds.
subclass options: