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# Martial Archetype ## Artful Dodger The archetypal Artful Dodger uses various ploys and tactics to gain a psychological advantage on their opponent. Through misdirection and distractions, the Artful Dodger will foil a foes attacks, and use any dubious method to gain advantage and win the battle. ### Schemer When you choose this archetype at 3rd level, you devise underhanded tactics that are fueled by special dice, called trick dice, to employ against your foes. #### Ploys You choose three of these ploys, which are detailed under "Ploys" below, to focus on and perfect. Many ploys will help you achieve gaining the upper hand. You can use only one ploy per attack. You learn one additional ploy of your choice at 7th level, 10th level, and 15th level. Each time you learn new ploys, you can also replace one ploy you know with a different one. #### Trick Dice You have four trick dice, which are d8s. A trick die is expended when you use it. You regain all of your expended trick dice when you finish a short or long rest. You gain another trick die at 7th level, 10th level, and 15th level. #### Saving Throws Some of your ploys require your target to make a saving throw to resist the ploy's effects. The saving throw DC is calculated as follows:
**Ploy save DC** = 8 + your proficiency bonus + your Charisma or Dexterity modifier (your choice)
### Bonus Proficiency At 3rd level, you gain proficiency in one of the following skills Deception, Performance, Persuasion, or Sleight of Hand, and one of the following tools: Gaming set (one of your choice), Forgery kit, or Disguise kit. ### Cunning Primer Starting at 7th level, you can add half your proficiency bonus (round up) to your initiative rolls reflecting your readiness at getting the jump on your opponent. ### Clever Schemer At 10th level, your trick dice turn into d10s. \pagebreak
### Resourceful Trickery Starting at 15th level, when you roll initiative and have no trick dice remaining, you regain one trick die. ### Adept Schemer At 18th level, your trick dice turn into d12s. ### Dead Man's Bluff Starting at 18th level, your mastery at manipulating your surroundings through misdirection and deception can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest. #### Ploys The ploys are presented in alphabetical order.
***Bait and Switch.*** When you hit a creature with a weapon attack, you can expend one trick die to bait the creature if a different hostile creature is within 5 ft of you. The target must make a Wisdom saving throw. On a failed save, the target attacks the nearby hostile creature you have managed to duck behind and switch positions with. You add the trick die to the hostile's attack damage.
***Cheap Shot.*** When an ally hits a creature within 10 ft of you with a weapon attack, you can expend one trick die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the trick die to your ally's attack damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
***Feign Injury.*** When a creature misses you with an attack, you can fake an injury as a reaction gaining advantage against your first attack on that creature during your next turn. You expend one trick die to make a weapon attack against the creature. If you hit, you add the trick die to the attack's damage roll.
***Hustle.*** When you hit a creature with a melee attack, you can expend one trick die to attempt to knock the target down. You add the trick die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone, on a success you push them back 5ft.
***Interference.*** When an ally within 10ft that you can see, is hit by an attack you can use your reaction to run interference. You use the trick die to reduce the damage by the number you roll on your trick die + your Dexterity modifier.
***Low Blow.*** When you make a melee attack on your turn, you can expend one trick die to hit the creature in a vulnerable spot. If you hit, you add the trick die to the attack's damage roll and the creature you attacked is unable to move on their next turn, and has disadvantage on Dexterity saving throws.
***Misdirection.*** When you move to attack a creature any hostile creatures that would get an attack of opportunity on you, equal to your Dexterity modifier, must make a Wisdom saving throw. On a failed save they now have disadvantage on the opportunity attack roll against you. Add the trick die used to your attack roll.
***Sabotage.*** When you hit a creature, as a bonus action you can use a trick die to attempt to sabotage them. The creature must make a Dexterity saving throw. On a failed save, attack rolls against them have advantage until the end of your next turn. You add the trick die to the attack's damage. \pagebreak ***Subterfuge.*** When you hit a creature with a weapon attack, you can expend one trick die to attempt to knock the target down. You add the trick die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
***Taunt.*** When you hit a creature with a weapon attack, you can expend one trick die to taunt the creature, giving your allies an immediate opening. You add the trick die to the attack's damage roll. Any ally within 5 ft of the creature gains an attack of opportunity. ### Credits * **Eric Summers** Gnome fighter artwork from [artstation.com](https://www.artstation.com/artwork/RYQRzr "Eric Summers art") * **Clint Cearley** Thief artwork from [artstation.com](https://www.artstation.com/artwork/rbqzO "Clint Cearley art") * Redit user **flamableconcrete** page stains [Imgur](https://www.gmbinder.com/images/a/OZt2m "flamableconcrete page stains")