{"name":"Fighter Scofflaw","overview":"At 3rd level, when choosing a Martial Archetype, the following option is available: the Scofflaw.\r\n\r\nA fighter who hits hard and fights dirty, the Scofflaw balks at the ideals of honour and tradition, doing what they need to survive. Rules are made to be broken, and the Scofflaw extends this logic to their fighting style. Using every trick at their disposal to gain the upper hand against their foes, the Scoff-law cows their enemy into submission, or overwhelms their defenses with a single cheap shot.\r\n\r\nScofflaws eventually trust their notorious reputation to do much of the work for them, gaining the ability to cause foes to quake with a single threat. Scofflaws are a diverse bunch that run the gamut from graceful yet deadly knaves to bruiser thugs. What ties them together is their belief that there\u2019s no such thing as a bad win.","hitdice":"d10","hitpointsfirstlevel":"","hitpointsathigherlevels":"","armorproficiencies":"","weaponproficiences":"Improvised Weapons","tools":"","savingthrows":"","skills":"","equipment":"","spellcasting":"","features":"[b][i]Bonus Proficiency[\/i][\/b]\r\nWhen you choose this Martial Archetype at 3rd level, you gain proficiency in one of the following skills of your choice:\r\nDeception, Insight, Intimidation, Sleight of Hand, or Stealth.\r\nAlternatively, you may learn Thieves\u2019 Cant.\r\n\r\n[b][i]Intimidating Banter[\/i][\/b]\r\nAt 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.\r\n\r\n[b][i]Brutal Brawler[\/i][\/b]\r\nAt 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that\u2019s handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.\r\n\r\nAdditionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maxi-mum number each of the weapon\u2019s damage dice could deal to the target. Any additional dice added to the attack\u2019s damage roll are not affected by this ability.\r\n\r\nAt 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional 2d6 to the weapon\u2019s base damage dice.\r\n\r\nAt 18th level, you roll all attacks made with improvised weapons with advantage.\r\n\r\n[b][i]Misdirection[\/i][\/b]\r\nAt 7th level, you are adept at using words and gestures to taunt or fake-out your opponent, turning their lack of composure against them. This allows you to goad your foe into swinging in ways that can cause them to strike their allies, or which leave them open to a counterattack. As a bonus action you can misdirect an opponent within 5 feet of you. The target must succeed on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, they must spend their reaction to attack a creature of your choosing within 5 feet of them. If no other creatures are present within 5 feet of them, they waste their reaction attacking the air where you once were.\r\n\r\nIn order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to under-stand you.\r\n\r\n[b][i]Blindside[\/i][\/b]\r\nAt 10th level, you are truly skilled at exploiting the openings you create in combat, hitting off-guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn\u2019t yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll for which you have advantage. On a hit, you exploit an opening in the target\u2019s defenses. You can choose to have your attack deal an extra 5d6 points of damage. Once you use this ability, you can\u2019t use it again until you have taken a short or long rest.\r\n\r\nAt 15th level, the damage dealt by your blindside increases to 7d6.\r\n\r\nAt 18th level the damage dealt by your blindside increases to 9d6. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it.\r\n\r\n[b][i]Infamy[\/i][\/b]\r\nAt 15th level, your reputation precedes you, making it easy for you to strike fear into the hearts of anyone foolish enough to oppose you. As part of your attack action, you can utter deadly threats to a single target within 30 feet of you, causing them to become frightened of you for 1\r\n\r\nminute on a failed Wisdom saving throw. An affected target may repeat this saving throw at the end of each of their turns, ending the effect on a success. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier. A creature who has witnessed or heard tales of your ruthlessness rolls their saving throw with disadvantage.\r\n\r\nIn order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you.\r\n\r\n[b][i]Two for Flinching[\/i][\/b]\r\nAt 18th level, you have perfected the art of exploiting your opponent\u2019s weakness. Whenever you take the attack action against an opponent you have successfully misdirected this turn, or an opponent that is afflicted by a condition, you may make one additional attack against that opponent. You may only use this feature once per round.","subclasses":"","tabledata":"","tags":"Humblewood, Fighter, Scofflaw","isShared":"on","templateId":"25","blockId":"280518"}