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Thug

Some fighters pride themselves on having been trained in some highbrow institution or by some big shot weapon master, but you know that these prestigious teachers have nothing on the school of hard knocks. The prime lesson it taught you is that when your life is on the line, honor sometimes has to take a step back.

Sharp Tongue

When you choose this archetype at 3rd level, you gain proficiency with the Intimidation skill.

If you were already proficient in this skill, your proficiency bonus is doubled for any ability check you make that uses it.

Staredown

Starting at 3rd level, you can use threats and taunts to shake up your enemies. As a bonus action, you can make a Charisma (Intimidation) check contested by the targeted creature’s Wisdom saving throw. The creature must be within 20 feet of you. If you succeed, the creature is frightened of you until the end of its next turn.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

You regain all expended uses when you finish a short or long rest.

Cheap Shots

Also at 3rd level, you can use your experience in dirty fighting to mercilessly exploit your opponents’ weaknesses and mistakes. You learn three cheap shots of your choice, which are detailed below. You also learn two additional cheap shots of your choice at 7th, 10th, and 15th level. Some cheap shots require you to use your reaction, in which case it is mentioned in their description. Otherwise, cheap shots have no cost in terms of action, as they usually enhance an attack or similar action in some way.

  • At 3rd level, you can only target a creature you can see within 5 feet of you.
  • Some of your cheap shots (like Conk, Finisher, or Lights Out) require your target to make a saving throw to resist the cheap shot’s effects. In such cases, the saving throw DC is equal to 8 + your proficiency bonus + your Charisma modifier. Additionally, if the creature fails the saving throw, it takes 1d6 extra damage from your attack. The extra damage increases to 1d8 at 7th level, 1d10 at 10th level, 2d6 at 15th level, and 2d8 at 18th level.

Unless otherwise noted, when the cheap shot results in the creature suffering a condition, it must repeat the saving throw at the end of each of its turns until it succeeds, at which point the condition ends.

Note that the cheap shots’ names are not literal requirements. For example, Sting does not require a piercing weapon.

  • Break a Leg. When a creature moves, you can expend your reaction to use this cheap shot against it. The creature must succeed on a Dexterity saving throw or have its speed halved and give you advantage on all your attack rolls against it. These effects last until the end of your next turn.
  • Bully. When you take the Attack action against a creature that currently has disadvantage on attack rolls against you, it must succeed on a Wisdom saving throw or be frightened.
  • Conk. When you take the Attack action against an incapacitated creature, it must succeed on a Constitution saving throw or be stunned.
  • Double-Trouble. When a creature takes damage from a weapon attack you did not make, you can expend your reaction to use this cheap shot. The creature must succeed on a Wisdom saving throw or be unbalanced (apply the poisoned condition).
  • Finisher. When you take the Attack action against an incapacitated creature, it must make a Strength saving throw. If it fails, your next successful melee attack made against it before the end of your next turn is considered a critical hit.
  • Grab. When you make a successful melee attack against a creature, it must succeed on a Strength or Dexterity saving throw (creature’s choice) or be grappled by you. Instead of repeating the saving throw at the end of each of its next turns, the creature must escape the grapple according to the normal rules.
  • Ground and Pound. When you take the Attack action against a prone creature, it must succeed on a Constitution saving throw or be incapacitated.
  • Hanky-Panky. When you take the Attack action against a charmed creature, it must succeed on an Intelligence saving throw or remain charmed even if you deal it damage.
  • Lights Out. When you take the Attack action against a grappled creature, it must succeed on a Constitution saving throw or be blinded.
  • Nail Down. When you make an opportunity attack against a creature, you can immediately perform this cheap shot in addition to the opportunity attack. The creature must succeed on a Dexterity saving throw or have its speed reduced to 0 until the start of its next turn.
  • Razzle-Dazzle. When a creature takes damage from a spell, you can expend your reaction to use this cheap shot. The creature must succeed on a Wisdom saving throw or be knocked prone. The creature can subsequently stand up, as normal.
  • Rub it in. When a creature misses you with a melee attack, you can expend your reaction to use this cheap shot. The creature must succeed on a Charisma saving throw or have disadvantage on its next attack roll made before the end of its next turn.
  • Sting. When you make a successful attack against a concentrating creature, you can give it disadvantage on the resulting Constitution saving throw to maintain concentration.
  • Sweep. When you score a critical hit against a creature, it must succeed on a Dexterity saving throw or be knocked prone. The creature can subsequently stand up, as normal.
  • Throat Punch. When a creature casts a spell, you can expend your reaction to use this cheap shot. The creature must succeed on a Charisma saving throw or become unable to talk.
  • Whiplash. When you make a successful melee attack against a stunned creature, it must succeed on a saving throw of its choice or be paralyzed.

Masterful Opportunist

Starting at 7th level, you have a way of exploiting the slightest gap in your opponents’ defense. When you make an opportunity attack, you have advantage on the attack roll.

Improved Cheap Shot

Beginning at 10th level, when a creature you can see within 10 feet of you qualifies for a cheap shot that requires you to use your reaction, you can move 5 feet before making your cheap shot, provided this movement puts you within 5 feet of the creature.

Double Staredown

Starting at 15th level, when you use your Staredown, you can target two creatures within 20 feet of you.

Dirty Fighting Specialist

Beginning at 18th level, when you use your Staredown, you can target all creatures within 20 feet of you. Additionally, when a creature you can see within 20 feet of you qualifies for a cheap shot that requires you to use your reaction, you can move up to half your speed before making your cheap shot, provided this movement puts you within 5 feet of the creature.

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp