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Thug

When less than kindly types are looking for people to go with them on a job, they might ask for a cat, meaning they need someone to scale the walls. They might ask for an owl, someone to stand watch as the coup goes down. Most of the time they also ask for a bear or a bull. A person who can end problems with a swift swing of their sword or club, and who doesn’t much care how they win their fights as long as their opponent isn’t left to tell the tale of the strife.

Thug Features
Fighter Level Feature
3rd Streetwise, Exploitative Strike
7th Dirty Fighting
10th Taking a Breather
15th Blindsense
18th Merciless

Streetwise

When you choose this archetype at 3rd level, your experience with the hard life on the streets grants you certain benefits.

You learn thieves’ cant, and you gain proficiency with one of the following skills: Deception, Sleight of Hand, or Stealth.

Exploitative Strike

Also at 3rd level, you know how to hit where it hurts. You gain 3 exploitation points that you can use to gain the upper hand in a fight. Once per attack, you can expend an exploitation point as part of a weapon attack against a single creature to have them suffer a particular effect. You may announce that you are using this feature after you have rolled the attack, but before the DM says if the attack hits or misses. The number of exploitation points you have available increases to 4 at 7th level, 5 at 10th level, 6 at 15th level, and 7 at 18th level, and you regain all expended exploitation points after finishing a long rest.

When using an exploitation point as part of a weapon attack and you hit with the attack, the targeted creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failed save, the creature suffers one of the following effects: Bleeding. The creature takes an additional 1d8 necrotic damage at the beginning of each of its turns as your attack makes a deep wound. This effect persists for 1 minute, until the creature uses an action to staunch the wound, or until it receives magical healing. A creature cannot suffer this effect if it is already under the bleeding effect.

Crippled. The creature’s movement speed is halved until the beginning of your next turn.

Crushed Throat. The creature is mute until the beginning of your next turn.

Headache. The creature has disadvantage on Constitution saving throws to maintain concentration on spells or similar effects for 1 minute or until it receives magical healing.

Dirty Fighting

Beginning at 7th level, you may use an attack action to take a handful of dust or other material and throw it into the eyes of a creature within 10 feet of you. The creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failed save, the creature is blinded. On subsequent turns, it can attempt another save, ending this effect on a success. Otherwise, the effect disappears after 1 minute.

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

Taking a Breather

Starting at 10th level, when you use your Second Wind feature, the next attack you make this turn has advantage.

Blindsense

Starting at 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Merciless

Beginning at 18th level, when you roll initiative and you have no more exploitation points, you immediately gain 3 exploitation points.

Section 15: Copyright Notice

Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen