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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