Combat Pragmatics
Beginning at 3rd level when you choose this archetype, you master a few tricks, techniques and quirks of fighting that work for you, if not for anyone else.
Insider Blading. You are particularly deadly in the chaos of close quarters. When you are grappling a creature, your attacks against it have advantage.
Rope the Dope. You bait your opponent into wild swings, ready for an opportune strike. When you use your action to Dodge, you gain an additional reaction. You lose this reaction at the start of your next turn, if you did not use it.
Dirty Trick. Your underhanded maneuvers surprise your enemies. As a bonus action, make a Dexterity (Sleight of Hand) or Charisma (Deception) check against the Passive Wisdom (Insight) of a creature within 5 feet of you. If you win this check, the creature's next attack has disadvantage and it cannot take reactions until the end of its next turn. Regardless of the result, the target is then immune to this ability until the end of your next turn.
Street Schooled
Also at 3rd level, your mean upbringing grants you proficiency in either Sleight of Hand or Deception.
Not Today
At 7th level, you protect yourself in unconventional ways. You can use one of the following options as a reaction when you are hit by an attack, but before the damage is rolled:
Humanoid Shield. If you are grappling a creature other than your attacker and it is size medium or smaller, you can move 5 feet into an unoccupied space without provoking opportunity attacks and pull the grappled creature into your vacated space. The creature becomes the target of the triggering attack instead of you.
Take the Blow. You know the strengths of your armor, redirecting strikes to where they do little harm. You reduce the attack's damage by the amount your AC exceeds 10, to a minimum of zero.
You can use these abilities a number of times, combined, equal to your Constitution modifier (minimum once) and regain all uses when you finish a long rest.
Cut Your Losses
Beginning at 10th level, you are adept at catching your breath and repositioning even in the heat of combat. When you use your Second Wind or Action Surge feature, you also gain the benefit of a Disengage action.
Cheap Shot Artist
At 15th level, when you make a weapon attack with advantage, add 1d6 to your weapon damage.
Steal the Kill
Beginning at 18th level, when a creature you can see takes a critical hit, you can use your reaction to move up to your speed without provoking opportunity attacks and make one attack against that creature.
If this attack reduces the creature to 0 hit points, you can gloat about it as part of this reaction and gain temporary hit points equal to your fighter level.
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