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### Marauder *Marauders bring terror into the heart of their victims. Violent and crude thieves, they are experts in using their enemies owns weapons against them. Carriage robber, raider, guerilla, pirate - such walks of life harbor many of these pilfering individuals.* #### Raid Expert When you choose this archetype at 3rd level, choose two weapons that lack the Heavy property. You gain proficiency in with those weapons if you didn't already have it, along with medium armor. In addition, you can perform your Sneak Attack when attacking with either of these two weapons, regardless if they have the Finesse property or not. #### Terror of the Marauder Also at 3rd level, you learn to strike fear into your foes. As a bonus action, you can make a Charisma (Intimidation) check towards a creature that can see you, contested by the targets Wisdom (Insight) check. If you succeed, that target is frightened of you until the end of your next turn, and you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. On a failure, this creature is immune to this feature for the next 24 hours, or until they take Sneak Attack damage from you. #### New Ownership At 9th level, you can steal the weapons that fail to hit you. Whenever a creature would make a melee attack against you and miss, you can use your reaction to disarm them. You make a Strength (Sleight of Hand) check against their Strength (Athletic) or Dexterity (Acrobatic) check. On a success, you disarm them and now wield their weapon. If your hands are full prior to the check, the targets weapon falls at their feet instead. If a creature has no weapon that you can disarm, they have disadvantage on their next attack roll instead. You can use this feature a number of times equal to your Strength modifier (a minimum of once) and you regain all expended uses of it when you finish a long rest. #### Relentless Raider At 13th level, your victims have difficulty losing you. Whenever a creature would provoke an opportunity attack by leaving your reach, you can use your reaction to move up to your movement speed. If the target is frightened and is still within reach after you finish your movement, you can perform an opportunity attack against them. This movement doesn't provoke opportunity attacks. #### Pillaging Nightmare Starting at 17th level, you become a terror on the battlefield. You can use your Sneak Attack against any frightened creature even if you don't have advantage on the attack roll. Additionally, whenever you deal Sneak Attack to a creature, you can choose to immediately perform your Terror of the Marauder against any creatures of your choice within 30 feet of you. This ignores any advantage a creature may have against being frightened. Once you have used this feature, you cannot use it again until you finish a long rest. > ##### Credit > Artwork: EmilGoska.deviantart.com