Path of the Dishonored

by James Rathwell

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Path of the Dishonored

The path of the dishonored is tread by those who may only find redemption in death at the hands of a worthy foe. These warriors travel the lands, seeking feared and powerful opponents to battle, hoping that every brawl will be both glorious, and their last. Those who find themselves on this path come from a wide range of backgrounds from paladins and noble knights that have disgraced their oaths and tenants to warriors from war lusting communities who have lost a decisive battle or shamed their clan.

Death Seeker

Starting when you choose this primal path at 3rd level, your rage thickens with frustration when enemies target your allies instead of yourself. While raging, whenever an enemy deals damage to an ally within 30ft of you, your rage damage bonus increases by 1, to a maximum of double your rage damage bonus. This bonus is lost when the rage ends.

Reckless Fighting Style

Also at 3rd level, when you commit yourself to this path, you can choose one of the following reckless fighting styles.

Bare Knuckle Brawler

Your unarmed strikes deal 1d4 bludgeoning damage. When you reach higher levels in this class your unarmed strike damage increases. Increasing to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. In addition, while making a reckless attack, you may make an additional unarmed strike as a bonus action. On a hit, the target must succeed a Strength saving throw or is knocked prone (DC = 8 + your proficiency bonus + your Strength modifier). You must not be wielding a weapon or shield to gain these benefits.

Two Weapon Ripper

While wielding two weapons, when an enemy within 5ft of you hits you due to reckless attack and the lower of the d20s rolled would have missed, you may expend your reaction to make one weapon attack against them.

Great Weapon Breaker

Once per turn while wielding a great weapon, when using reckless attack and both rolls hit, you may add your proficiency bonus as damage. Also the enemy is shaken until the beginning of your next turn, having disadvantage on their next attack.

"Kill me you Coward!"

Beginning at 6th level, your frustration that a worthy opponent has not yet felled you increases, allowing you to add your current rage damage as a bonus to any intimidation check you make while raging. Also, you can use your action to taunt an enemy within 60ft of you. Roll a contested Intimidation check verses the enemies Insight or Persuasion (their choice). If you succeed the enemy suffers disadvantage on attack rolls against all targets other than you until the end of your next turn. Once a creature fails its check against this feature, it may not be effected by it again.

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Crush Treachery

Beginning at 10th level, you continue honing your skills and senses in order to guard yourself from a dishonorable death caused by treachery or cowardly enemy tactics both in and out of battle. Enemies suffer a penalty equal to your current rage damage bonus on attack rolls against you if they are invisible or heavily obscured even when you aren't raging.

Drastic Measures

Starting at 14th level, you take increasingly drastic measures to reach a honorable death as all previous attempts have frustratingly failed. The reckless fighting style you have chosen increases in lethality for both your enemies and yourself.

Bare Knuckle Brawler

When an enemy within 5ft of you attempts to stand from being prone, you may use your reaction to make one unarmed strike against them. If the attack hits they must succeed a Strength saving throw or are knocked prone, having their speed reduced to 0 until the start of your next turn (DC = 8 + your proficiency bonus + your Strength modifier). Additionally however if the enemy fails the saving throw you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.

Two Weapon Ripper

When you use your reaction to attack an enemy while wielding two weapons, you can make one additional weapon attack against the target or another creature within 5ft of you. On a hit, you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.

Great Weapon Breaker

While wielding a great weapon, whenever you score a critical hit against an enemy you have shaken, the enemy must succeed a Constitution saving throw or is blinded until the beginning of your next turn due to the immense pain (DC = 8 + your proficiency bonus + your Strength modifier). Additionally however if the enemy fails the saving throw you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.

Art Credit: Kekai Kotaki
Written By: James Rathwell
 

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