A fighter who hits hard and fights dirty, the Scofflaw balks
at the ideals of honor 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 Scofflaw cows their enemy into submission, or
overwhelms their
defenses with a single cheap shot
Scofflaws 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’s no
such thing as a bad win.
Scofflaw Features
Fighter Level |
Feature |
3rd |
Bonus Proficiency, Intimidating Banter,
Brutal Brawler |
7th |
Misdirection |
10th |
Blindside, Brutal Brawler Improvement |
15th |
Infamy, Blindside Improvement |
18th |
Two For Flinching, Brutal Brawler
Improvement, Blindside Improvement |
When you choose this Martial Archetype at 3rd level, you
gain proficiency in one of the following skills of your choice:
Deception, Insight, Intimidation, Sleight of Hand, or Stealth.
Alternatively, you may learn Thieves’ Cant.
At 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.
At 3rd level, your tavernside scuffles have honed your
ability to deal damage with just about anything that’s handy.
You have proficiency with improvised weapons, and treat any
improvised weapon you handle as if it has the finesse quality.
Additionally, 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 maximum number each of the weapon’s damage dice
could deal to the target. Any additional dice added to the attack’s damage
roll are not affected by this ability.
At 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’s base damage dice.
At 18th level, you have advantage on attacks you make
with improvised weapons.
At 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
choice 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.
In order for you to misdirect a creature in this way they
must be able to see, hear, or otherwise be able to understand you.
At 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’t yet taken a turn in
combat, or who you have successfully misdirected this turn. You
may also apply this technique to any attack roll you make with
advantage. On a hit, you exploit an opening in the target's
defenses, dealing an extra 5d6 points of damage. Once you use
this ability, you can’t use it again until you have taken a short
or long rest.
At 15th level, the damage dealt by your blindside
increases to 7d6.
At 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.
At 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
minute 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 makes this saving
throw with disadvantage.
In order for you to use this feature, a creature must be able to see,
hear, or otherwise be able to understand you.
At 18th level, you have perfected the art of exploiting your opponent’s
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.