Remove these ads. Join the Worldbuilders Guild

Fighter, Martial Archetype: Marauder


Hit Points

Hit Dice: d10 per Fighter, Martial Archetype: Marauder level
Hit Points at first Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 + Constitution modifier per fighter level after 1st

Proficiences

Armor: All armor, Shields, Trademark Armor
Weapons: Simple weapons, Martial weapons, Trademark Weapons
Tools: Inventors tools
Saving Throws: Strength, Constitution
Skills:

Investigation,

Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival, and Technology


Overview & Creation

As technology continues to fuse itself with magic and advance to new heights, these breakthroughs have taken to the seas in the form of towering, mechanical pirate ships. Some of these ships take flight, some dive beneath the waves, and some even amble ashore to traverse dry land. But the real feats of engineering take place within the true hearts of the ships, not in their hulls, but in the crew. As life on the seas has advanced, a simple cutlass won’t cut it anymore, and pirates took inspiration from their ships. Swords imbued with the essence of the frosty seas. Arrows rigged to explode on impact with area-affecting potions. Long-range weapons of steel and heat, built to fire ammunition of metal or condensed aura.

To combat these fierce techno-mages of the sea, merchant ships and port cities surrounding the coast have taken up similar practices and have their own suped-up weapons to defend themselves. These handcrafted and very personal weapons are rarely mass-produced, and are very special to the particular Marauder that crafted the piece of machinery themselves, since the creator’s aura goes into the weapon itself.


Class Features

Level 3 feat, Aura Rush: Once per short rest, use a reaction to retaliate with your Trademark against a creature that attacked you in the current round.   Level 7 feat, Battle Blacksmith: When your Trademark breaks in the heat of battle, take one full turn to make emergency repairs. Roll a d20 plus your proficiency bonus, on a 12 or above, the Trademark continues to work until the weapon’s capability limit is met once again, and it is out of commission until you are able to concentrate out of battle to fix it.   Level 10 feat, Riptide: When a critical hit is made with your Trademark, add an extra damage dice to be doubled with the other rolled dice for that strike, this damage is considered magical.   At Level 15, gain the ability to create a second Trademark, and on the decision to use said weapon, take the Two-Weapon Fighting fighting type. The same trials must be taken as the first Trademark, though the two weapons do not need to be of the same type, style, or range.   Level 18 feat, Soul of the Ocean: Once per long rest, when reduced to 0 hit points, you will be revived in a burst of salty seawater to 2d10 +Constitution modifier HP. All creatures within a 10 foot radius will be pushed 15 feet away on a failed DC 15 Dexterity saving throw.


Starting Equipment

(a) chain mail or (b) leather armor, longbow, and 20 arrows

(a) a martial weapon and a shield or (b) two martial weapons

(a) a light crossbow and 20 bolts or (b) two handaxes

(a) a dungeoneer’s pack or (b) an explorer’s pack

Inventors Tools

Trademark Weapon (at 3rd Level)


Spellcasting

None


Subclass Options

Archetype Prerequisite:

Before this archetype can be achieved at level 3, starting at level 1 the character must begin to craft their weapon, known as their Trademark.

- If a Trademark includes magic or runes, the character must seek training with a character proficient in casting, runes, potion creation, etc.

- If a Trademark includes a ranged element or a forged quality, the character must seek consult from a weaponsmith of a similar sort.

Adequate time, at the DM’s discretion, must be spent on the creation perfection of the character’s Trademark.

- In coordination with the DM, discuss a limit to the Trademark’s capabilities. Example: Every time a Trademark gun shoots, a d20 is rolled. After 3 rolls below a 4, the Trademark needs repairs and is unusable until then.


Archetype Additions:

1 Favored terrain, Coast or Ocean (Ranger)

Naturally cast Create or Destroy Water and Water Walk

Best suited for Oceanic races, especially Water Genasi or Morkari


LevelXPAbilities
10Fighting Style, Second Wind
2300Action Surge (1)
3900Martial Archetype (Marauder), Archetype Feat: Aura Rush
42,700Ability Score Improvement
56,500Extra Attack (1)
614,000Ability Score Improvement
723,000Archetype Feature: Battle Blacksmith
834,000Ability Score Improvement
948,000Indomitable (1)
1064,000Archetype Feature: Riptide
1185,000Extra Attack (2)
12100,000Ability Score Improvement
13120,000Indomitable (2)
14140,000Ability Score Improvement
15165,000Archetype Feature: Second Trademark
16195,000Ability Score Improvement
17225,000Action Surge (2), Indomitable (3)
18265,000Archetype Feature: Soul of the Ocean
19305,000Ability Score Improvement
20355,000Extra Attack (3)

Created by

leilarii.

Statblock Type

Class Features

Link/Embed