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# Marauder Archetype v2 Where some rogues are ghostly warriors and assassins, Marauders are simple and efficient, from bandits to raiders and everything in between. More versatile and headstrong than normal thieves, these criminals can use the most dangerous weapon with subtle ease...
### Bandit's Ferocity At 3rd level a Marauder may use their cunning action to make an additional attack against a creature, doing this however gives *all* *creatures* advantage on attacks, checks, and saving throws made against them until the start of their next turn. You do apply sneak attack damage to this attack made. ### Thug's Armory At 3rd level a Marauder gains the benefits of sneak attack with all weapons that don't have the Heavy quality. They also gain proficiency in all martial weapons, and medium armor.
> ##### Quick Reminder/Advice! > Bandit's Ferocity gives the enemy advantage on rolls against **you**, so be smart and use it when you know you won't be in danger > > >**Also remember you get extra proficiencies!** ### Below the Belt At 9th level a Marauder can forfeit sneak attack damage to give the creature that they damage disadvantage on all rolls until the end of the target's turn. ### Cruel Tactics At 13th level Bandit’s Ferocity grants 2 attacks instead of one when using it to attack a creature with disadvantage on attack rolls against the Marauder. ### Marauder's Mastery At 19th you gain proficiency with all armor and can gain the benefits with sneak attack on ANY weapon. Bandit’s Ferocity grants 3 attacks instead of one when using Cruel Tactics