hit dice:
d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies:
Light armor, shields
weapon proficiencies:
Simple weapons
tools:
Cook’s utensils
saving throws:
Dexterity, Intelligence
skills:
Choose two from Athletics, Investigation, Insight, Medicine, Intimidation
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- any two simple weapons
- (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
- leather armor
spellcasting:
class features:
Conscientious Consumption. Starting at 1st level and during a short rest you may eat your well prepared food to improve yourself according to your diet. You need to spend 1 gold piece to use this feature and can only do so once per long rest. For each day that you fail to maintain your current diet you lose one point from its benefits and must spend 5 consecutive days on that diet to recover it.
- Rejuvenating Diet. For every 5 consecutive days that you have been on this diet you gain an additional point to your Charisma score. This amount can never exceed your Intelligence modifier.
- Strengthening Diet. For every 5 consecutive days that you have been on this diet you gain an additional Prowess Point when you roll initiative. This amount can never exceed your Prowess Point cap.
- Heartening Diet. For every 5 consecutive days that you have been on this diet you can travel an additional hour per day without needing to make a Constitution saving throw, recover an additional hit point when using a hit dice, hold your breath for an additional minute, and survive an additional minute when out of breath. These amounts can never exceed your Constitution modifier.
Acts of Prowess.
Acts of Prowess are special moves that you can perform during combat, each use costs 1 Prowess Point. Unless specified Acts of Prowess have a 5-foot range and cannot be used while restrained. Unless specified Acts of Prowess can be performed as a bonus action or as an attack action. If you are able to make multiple attacks with the attack action, this move replaces one of them.
Some of your Acts of Prowess require your target to make a saving throw to resist its effects.
The saving throw DC is calculated as follows:
Act of Prowess save DC = 8 + your proficiency bonus + your Intelligence modifier
At 1st level you gain access to the following Acts of Prowess: Kick-up, Push, Slide, Tackle, Distract.
- Kick-up. You get up from prone at no movement cost as long as your speed is greater than 0.
- Push. Your target must succeed on a Strength saving throw or be pushed 5 feet in any direction of your choosing, after a successful push you have the option to move into the creature's previously occupied space at no movement cost as long as your speed is greater than 0. The creature must be no more than one size larger than you.
- Slide. Slide in a straight line, even through enemy spaces, up to an unoccupied space, that is at most 15 feet away from you, without provoking opportunity attacks. Every 5 feet you slide always cost 5 feet of movement.
- Tackle. If your target is at most two sizes larger than you it must succeed on a Dexterity saving throw or fall prone.
- Distract. The next attack against the creature is done with advantage. If this Act of Prowess is repeated each subsequent use grants advantage to an additional attack.
At 3rd level you gain access to the following Acts of Prowess: Return Attack, Disarm, Interpose.
- Return Attack. When hit by a melee attack, from a creature at most a size larger than you, but before the damage is rolled you can use your reaction to redirect it to the attacker who must succeed on a Strength saving throw or take the damage themselves, on a successful save you take half the damage. The attacking creature uses the same attack roll but against its own AC.
- Disarm. Your target must succeed on a Strength saving throw or be disarmed of an object of your choice which drops at its feet or is taken by you if you have a free hand.
- Interpose. You put yourself next to an ally, sharing the damage they take between you two until the start of your next turn as long as you remain within 5 feet of each other. You always take the bigger half of the damage.
At 7th level you gain access to the following Act of Prowess: Trip.
- Trip. Choose a number of creatures up to your Intelligence modifier (minimum of 1) who must succeed on a Dexterity saving throw or have either their movement halved or disadvantage on Dexterity saving throws until the start of your next turn. The same effect is applied to all creatures.
At 9th level you gain access to the following Act of Prowess: Interrupt.
- Interrupt. As a reaction you choose a creature you can see that is casting a spell with somatic components or making a ranged weapon attack, it must succeed on a Dexterity saving throw or cancel the spell or attack it was making. The creature's spell slots and actions still get used up.
Combat Adrenaline
Starting at 1st level you gain a Prowess Point every time an attack misses you or you succeed on a saving throw. Additionally, every time you roll initiative you gain a Prowess Point, but lose all Prowess Points as soon as you are out of initiative. Your Prowess Point cap is equal to your Intelligence modifier (minimum of 1).
Fighting Style
At 1st level you adopt a particular style of fighting as your specialty. Choose one of the Fighter Fighting Styles. You can't take a Fighting Style option more than once, even if you later get to choose again.
Athletic Vocations
At 2nd level, you may choose among five Athletic Vocations:
- Acrobat
- Dancer
- Gladiator
- Grappler
- Street Fighter
Lithe
Starting at 3rd level, you gain +1 to your AC for every hostile creature within 5 feet of you.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Self Motivation
Starting at 7th level, when you have not benefited from Combat Adrenaline since the end of your last turn then you gain a Prowess Point at the start of your turn.
Practical Anatomy.
Starting at 7th level, If you spend at least 1 minute studying a humanoid creature's physical appearance, movement, or gait, you can learn certain information about their condition. Exact age, biological sex, speed (walking, swimming, climbing, flying), recent injuries, current ailments.
subclass options:
Acrobat
At 2nd level you gain proficiency in the following skill: Acrobatics. If you are already proficient in this skill your proficiency bonus is doubled for any ability check you make with it.
At 2nd level you gain access to the following Act of Prowess: Vault.
- Vault. You perform a high jump with double the height, additionally this high jump does not cost any of your movement and is always considered a running jump. Your walking speed must still be greater than 0 to perform this jump.
High Rise; Slow Fall.
Starting at 2nd level, you may use your Dexterity modifier instead of your Strength modifier for high jumps. You take no falling damage if you fall at most 25 feet.
At 6th level you gain access to the following Act of Prowess: Dive.
- Dive. You may choose a target below you in a 5-foot radius cylinder centered on the start of your fall or the apex of your jump if this point is at least 5 feet above your target. You land on your target halving any fall damage you take whereas your target must succeed on a Dexterity saving throw or fall prone and take a minimum of 2d6 bludgeoning damage or 1d6 for every 10 feet you fell, to a maximum of 20d6, you may add you Strength modifier to this damage, on a successful save your target does not fall prone and takes half the damage. If you take any fall damage you still land prone.
At 6th level the following Act of Prowess is improved: Kick-up.
- Kick-up Improvement. You may use the Kick-up Act of Prowess as a reaction.
Dancer
At 2nd level you gain proficiency in the following skill: Performance. If you are already proficient in this skill your proficiency bonus is doubled for any ability check you make with it.
At 2nd level you gain access to the following Act of Prowess: Cross-body Lead.
- Cross-body Lead. On a failed Strength saving throw you switch positions with your target, if it is smaller than or equal to your own size.
Tactical Dancefloor
Starting at 2nd level, you can move through any creature's spaces. If you already benefit from a similar feature (like Halfling's Nimble) then a creature's spaces do not count as difficult terrain for you as long as both features apply.
Allegro
Starting at 6th level, your heightened tempo allows you to make a free melee attack against the target of a successful Cross-body Lead.
Rigorous Training
Starting at 6th level, you can maintain two diets from Conscientious Consumption simultaneously, however you still need to pay and take a separate short rest for each diet.
At 10th level the following Act of Prowess is improved: Cross-body Lead.
- Cross-body Lead Improvement. As soon as you have used the Cross-body Lead Act of Prowess three times on the same target it must succeed on a Charisma saving throw or become charmed for 1 minute or until you attack it.
Enthralling Performance
Starting at 10th level and outside of combat, whenever you dance with a non-hostile sapient creature for more than 10 minutes it must succeed on a Charisma saving throw or become charmed for the next 24 hours. The creature is not aware it has been charmed.
Gladiator
At 2nd level you gain proficiency with martial weapons, except weapons with the two-handed property.
At 2nd level you gain access to the following Act of Prowess: Shout.
- Shout. You release an intimidating shout. Choose a creature within 30 feet of you that can hear you, it must succeed on a Wisdom saving throw or become unable to willingly move closer to you until the start of your next turn.
Beast Killer
Starting at 2nd level, every time you hit a beast and deal damage to it, you increase that damage by 1d4. Additionally starting at 7th level, your Practical Anatomy feature also applies to beasts.
At 6th level the following Act of Prowess is improved: Disarm.
- Disarm Improvement. When you use the Disarm Act of Prowess and choose to keep the weapon you may make a free attack with that weapon against its previous wielder.
At 10th level you gain access to the following Act of Prowess: Blind.
- Blind. Throw sand or dirt into your target's eyes. If the target creature has eyes it must succeed on a Dexterity saving throw or be blinded until the start of your next turn.
Life or Death
Others shall decide your fate, but not you. Starting at 14th level you do not roll death saving throws on your turn anymore, and automatically stabilise once out of initiative.
Grappler
At 2nd level you gain proficiency in the following skill: Athletics. If you are already proficient in this skill your proficiency bonus is doubled for any ability check you make with it.
For the purposes of grappling your current shield-bearing hand counts as a free hand.
At 2nd level the following Act of Prowess is improved: Push.
- Push Improvement. When you use the Push Act of Prowess you may push two creatures instead of one as long as they are within 5 feet of each other and remain so after the push.
At 6th level the following Act of Prowess is improved: Interpose.
- Interpose Improvement. You may use the Interpose Act of Prowess on a hostile creature that you are grappling, in this case only the damage you take is shared between you two and they always take the larger half of the damage. This does not apply to damage you take directly from the grappled creature.
Firm Grasp
Starting at 10th level, creatures you are grappling have disadvantage on your Act of Prowess saving throws.
Starting at 10th level, you may, on your turn, make a contested Strength (Athletics) check against all creatures you are currently grappling, on a success you can drag them all at your full speed. You only roll once regardless of how many creatures you are grappling.
Street Fighter
At 2nd level you gain proficiency in the following skill: Stealth. If you are already proficient in this skill your proficiency bonus is doubled for any ability check you make with it.
At 2nd level the following Act of Prowess is improved: Tackle.
- Tackle Improvement. You may use the Tackle Act of Prowess instead of an opportunity attack. When used as a reaction and on a failed save, in addition to being knocked prone, your target's speed is reduced to 0 for the rest of its turn.
Running Free
Starting at 2nd level, when climbing man-made objects or structures, your climbing speed is equal to your walking speed.
Urban Camouflage
Starting at 6th level, cover granted to you by man-made objects or structures counts as one degree higher for you. Half cover becomes three-quarters cover, and three-quarters cover becomes total cover.
At 6th level the following Act of Prowess is improved: Slide.
- Slide Improvement. When sliding through occupied spaces you become increasingly hard to hit. You gain +1 to your AC for each occupied space you slid through until the start of your next turn.
At 10th level you gain access to the following Act of Prowess: Gut Punch.
- Gut Punch. Your target must succeed on a Constitution saving throw or be incapacitated until the start of your next turn.
Rising Pressure
Starting at 14th level, you gain +1 to damage rolls for every hostile creature within 5 feet of you.
Level | Abilities |
---|
1 | Acts of Prowess, Combat Adrenaline, Conscientious Consumption, Fighting Style |
2 | Athletic Vocation |
3 | Return Attack, Interpose, Disarm, Lithe |
4 | Ability Score Improvement |
5 | Extra Attack |
6 | Athletic Vocation Feature |
7 | Self Motivation, Trip |
8 | Ability Score Improvement |
9 | Interrupt |