When the rake enters combat, they observe one rule above all others: never fight fair. The Rake favors cunning and guile over brute strength. They use every dirty trick in their arsenal and take every possible advantage against the enemy, no matter how dishonorable or underhanded. Honor, decency, fairness, and fair play are wonderful concepts, but the Rake has a far simpler goal in mind: winning.
Beginning at 7th level, you can respond to a melee attack with an attack. If a creature hits you with a melee attack, you can use your reaction to strike back, making a standard attack, but adding your Charisma modifier to both the attack and damage rolls.
Beginning at 10th level, you can harass a creature and keep it distracted. Each turn as a bonus action, you can choose a single creature within melee range. That creature loses its Dexterity bonus to AC and on any saving throws it makes until the start of your next turn.
This penalty lasts until the start of your next turn.
This effect does not stack.
By 18th level you have learned how to leave your foes bewildered with every hit you land. Whenever your damage a creature with a critical hit, it must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be stunned until the beginning of your next turn.
Fighter Folio © 2018 Total Party Kill Games; Authors: Brian Berg, Mark A. Hart.