Fighters

Roughneck

Roughnecks are ruffians, ambushers, thugs, skirmishers, bandits, toughs, hooligans, or the like.

Toughened by a hardscrabble existence, they are capable and hardy combatants who don't fear to tread off the beaten path and are well suited to a life of danger and adventure.

Level 3: Coarse Competency

You've developed practical abilities that give you an edge in your accustomed circumstances.

Choose Acrobatics, Athletics, Intimidation, Sleight of Hand, Survival, or Stealth. If you are already proficient with the chosen skill, you gain Expertise with that skill. Otherwise, you gain proficiency with the chosen skill.

Additionally, you gain one Coarse Competency of your choice from the following options:

* Bushmaster. You have Advantage on Dexterity (Stealth) checks while in natural terrain. While traveling with allies, your group can move stealthily at a normal travel pace. Additionally, you require only half the normal amount of food and water to avoid exhaustion and dehydration.

* Deckrat. You add your Proficiency Bonus to any ability check made to control, navigate, maintain, or assess a water vehicle. While not wearing heavy armor, you gain a Swim speed equal to your walking speed, and your movement is unaffected by nonmagical difficult terrain.

* Hoodlum. You gain proficiency with both Thieves' Tools and Thieves' Cant, and you can take the Disengage or Utilize action as a Bonus Action.

* Menacer. You can use Strength instead of Charisma for your Intimidation checks, and your menacing presence allows you to use Intimidation to influence others without it being inherently treated as a hostile act or overt threat.

* Scrambler. You can take a Reaction to reduce any damage you take from falling by an amount equal to your Proficiency Bonus plus your Dexterity modifier. While not wearing heavy armor, you gain a Climb speed equal to your walking speed, you can use Dexterity instead of Strength to determine your jump distance, and you can substitute Dexterity for Strength when making Athletics checks.

* Scrapper. You gain proficiency with Improvised Weapons, and you can apply the Sap or Vex Weapon Mastery property to them and your Unarmed Strikes.

Level 3: Hard-Bitten

You are remarkably difficult to put in the ground. You gain the following benefits:

Stubborn Vitality. You become Stable after succeeding on a single Death Save. Additionally, when you start your turn Stable you can regain 1 Hit Point, but you must finish a Short or Long Rest before using this option again.

Desperate Recovery. When you are Bloodied and use your Second Wind feature to regain Hit Points, you automatically roll a 10 on the d10 (restoring 10 + your Fighter level in Hit Points).

Level 7: Dirty Fighting

Some call it fighting dirty, others prefer to think of it as fighting to survive. You gain one of the following options of your choice:

* Cheapshotter. Once per turn, when you have Advantage on a melee weapon attack, a ranged weapon attack within its normal range, or an Unarmed Strike, you can forgo any Advantage. If the attack hits, it deals an extra 2d6 damage of the same type dealt by the attack.

* Flinger. Being within 5 feet of a hostile creature doesn't impose Disadvantage on your ranged attack rolls with Thrown weapons, and neither does attacking at long range with Thrown weapons.

* Slugger. When a creature damages you, you gain Advantage on the next attack roll you make against that creature before the end of your next turn.

* Tumbler. Standing up from the Prone condition costs only 5 feet of your movement, and attackers do not gain Advantage on attack rolls against you while you are Prone. When you are targeted by an attack, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks, and then drop Prone before the attack roll is made.

Level 7: Relentless Grit

You can push your body well past its breaking point.

Adrenaline Surge. When you activate your Action Surge feature, you can expend up to half of your remaining Hit Dice (rounded up). For each Hit Die spent in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total.

Shrug It Off. As a Bonus Action, you can expend a use of your Second Wind to remove 1 level of Exhaustion, rather than regaining Hit Points.

Level 10: Die Hard

When you take damage that would reduce you to 0 Hit Points, your Hit Points instead become equal to your Fighter level plus your Constitution modifier. If you do not have Heroic Inspiration when this occurs, you also gain Heroic Inspiration.

If the damage that triggered this feature was caused by a creature, you can use your Reaction to make one weapon attack or Unarmed Strike against that creature.

You must finish a Long Rest before you can use this feature again.

Level 15: Coarser Competency

Choose Acrobatics, Athletics, Intimidation, Sleight of Hand, Survival, or Stealth. If you are already proficient with the chosen skill, you gain Expertise with that skill. Otherwise, you gain proficiency with the chosen skill.

Additionally, you gain a second Coarse Competency option of your choice.

Level 15: Dirtier Fighting

You gain a second Dirty Fighting option of your choice. When you gain this feature, you can also replace your previously chosen Dirty Fighting option with a different one.

Level 18: Unbreakable Vigor

Your Constitution score and your maximum for that score increase by 2. Additionally, whenever you roll Initiative and have no uses of Second Wind remaining, you immediately regain one use.