Fighter - Martial Archetype: Scrapper

by Mozziconi

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Martial Archetype: Scrapper

Whether by way of watching fights, fighting and losing, or being taught by someone better, a scrapper learns that the best way to win a fight is by any means necessary. They gouge, grapple, trip, shove, and otherwise perform every dirty trick that makes honorable fighter's blood boil. Yet scrappers carry their own code of honor forged through hardships and blood that many fail to understand. Fighting without honor does not mean that one cannot fight for something greater.

Dirty Fighting

At 3rd level, when you are grappling a creature, the creature takes an additional 1d4 damage from any attack that hits them while grappled.

In addition, when a creature would be knocked prone while within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. This attack happens after they are knocked prone.

Larger than Life

At 7th level, you can grapple and shove creatures that are no more than two sizes larger than you. At 17th level, you can grapple and shove creatures of all sizes.

Improved Shove

At 10th level, when you shove a creature to push them 5 feet away from you, you can instead push them up to 10 feet away from you. When doing so, the shoved creature takes 1d8 bludgeoning damage if they impact terrain, an object, or another creature.

Pocket Sand

At 15th level, you've begun to utilize particulates such as sand or dust to blind your foes in critical moments. As a bonus action on your turn, you can cast out a cloud of blinding dust against a creature within 5 feet of you. The creature must succeed on a Dexterity saving throw (DC 8 + Proficiency bonus + Con mod) or be blinded until the beginning of your next turn.

Once you have used this feature, you cannot do so again until you use an action to gather more dust or sand.

Swept Off Their Feet

At 18th level, you've learned a technique to handle multiple foes at once. When you would choose to make a shove attack against a creature within 5 feet of you, you can instead choose to instead make a shove attack against all creatures within 5 feet of you. You must choose whether to attempt to knock all creatures prone, or to push all creatures away from you, not both.

Any creatures knocked prone as part of this attack can be attacked using your Improved Trip feature using the same reaction. Any creatures that would take damage as part of your Improved Shove feature take an additional 2d8 bludgeoning damage.

Once you have used this feature, you cannot do so again until you finish a short or long rest.

 

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