Fighter Martial Archetype: Marauder

by FrostBladestorm

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Fighter: Marauder

There are fighters who come alive on the battlefield, becoming a warrior of raw power and brutality. These terrors are known as Marauders. Their kind often fall into the banditry profession as thugs or highwaymen, with many joining a band of brigands at sea. Marauders train themselves to be unyielding forces of war, striking at the heart of their enemies, aiming to break their spirit.

Marauders are a common sight in the planes of Sanctum and Sepulchure, controlling much of the wilderness and badlands beyond the city walls with their bandit kin. The plane of Sepulchure is a haven for their kind, with many trading caravans at risks of raids by these folk.

Marauder Features
Fighter Level Feature
3rd Bandit Expertise, Raider's Assault
7th Hardened Terror
10th Brigand's Gambit
15th War Path
18th Marauder's Mastery

Bandit Expertise

When you choose this archetype at 3rd level, you gain proficiency in Intimidation and you double your proficiency bonus with it. In addition, you learn Thieves' Cant.


Art: Greg Opalinski

Raider's Assault

Also at 3rd level, you learn to smash, scare, and strike with brutal power in ways few can match. You gain three new attack options that you can use with the Attack action. When you gain the Extra Attack feature, one of these special attacks can be used for any of the attacks you make as part of the Attack action. You can use one of these options once on each of your turns.

Pillaging Stike. You make a weapon attack against a non-magical object that isn't being worn or carried. If the attack hits, it is a critical hit.

Furious Slash. You make a weapon attack against a creature. If the attack hits, you can choose another creature within 30 feet that can see or hear you. This creature must succeed a Wisdom saving throw or become frightened of you for 1 minute. A target can repeat this saving throw at the end of each of their turns.

The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.

Mortal Wound. You make a weapon attack against a creature. If the target is missing any of its hit points, you add an additional 1d4 damage to the attack.

This damage increases by 1d4 at 7th level (2d4), 15th level (3d4), and 18th level (4d4).

Hardened Terror

Beginning at 7th level, you gain the following three benefits:

  • Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength or Dexterity modifier (your choice).
  • You are immune to being frightened.
  • You can add a d6 to Strength saving throws you make.

Brigand's Gambit

When you reach 10th level, you can
gamble accuracy for lethality. As a bonus
action on your turn, you can give yourself disadvantage
on all weapon attack rolls until the end of the current turn. During this time, when you hit with an attack, you deal additional damage equal to half your Fighter level.

War Path

Starting at 15th level, as a reaction to when you roll for initiative, you and up to three other creatures of your choice that can see or hear you within 30 feet can add your Charisma modifier (minimum 1) to the roll.

Marauder's Mastery

Finally, at 18th level you have mastered your craft. You gain the following three benefits:

  • When you score a critical hit against a non-magical object that isn't being worn or carried, you roll the attack's damage dice three times instead of twice.
  • You have resistance to all damage you take from creatures who are frightened by you.
  • When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Fighter level.

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