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Marauder

Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency.   Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.

Marauder Training

When you choose this archetype at 3rd level, you gain proficiency with water vehicles, medium armor, shields, and martial weapons. Additionally, you can apply the extra damage from your Sneak Attack to attacks made with any weapon you are proficient with, not just finesse or ranged weapons. Smash and Grab Also at 3rd level, you learn techniques to break down barriers that stand between you and your treasures. You can apply the extra damage from your Sneak Attack to any attack made against an object, even if you don’t have advantage on the attack roll. Brutal Coercion At 9th level, you can use the bonus action granted by your Cunning Action to make a Charisma (Intimidation) check against a creature you can see within 30 feet of you, contested by the target’s Wisdom (Insight) check, provided the target can see or hear you. If your check succeeds, the target drops the object you choose, which lands at its feet. If the creature is frightened, you automatically succeed on the check. Frenzied Blows Starting at 13th level, you learn to sacrifice precision in exchange for frenzied strikes. Once per turn when you take the Attack action and have advantage on an attack roll, you can forgo the advantage for that roll to make an additional weapon attack as part of the same action. Terror Strike Beginning at 17th level, you can turn the brutality of combat into a tool to terrify your foes. Once per turn when you hit a creature with a weapon attack, you can choose a creature that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or become frightened until the start of your next turn. The DC for this saving throw is equal to half the damage you dealt with the attack.

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