Saturday, December 3, 2022

Fighter Subclass: The Bandit [5e]

As part of my "subclasses as multiclasses" series (see the multiclass label), this is a Fighter/Rogue.

The Bandit

3 - Dirty Blow. At 3rd level, the Bandit gains the ability to land a dirty blow once per round, inflicting an additional 1d6 damage. To do this, they must have advantage on the attack roll, have an ally who is also in reach of the target, or be acting against an enemy who is incapacitated. This cannot be done if the bandit has disadvantage on the attack roll. One additional die is added at 7th, 10th, 15th, and 18th level in this subclass. If the attack also meets the conditions of a sneak attack (ranged or finessable weapon), then any sneak attack dice possessed by the bandit may be added to the dice from Dirty Blow.

The Bandit also gains proficiency in Thieves Cant, if they do not already have it.


7 - Skirmisher: At 7th level, the bandit is able to Dash or Disengage as a bonus action. Additionally, they gain proficiency in two skills, or a single skill and thieves tools, and expertise with one skill or with thieves tools.


10 - Cunning Defense. At 10th level, when attacked by someone they can see, and themselves able to move, they may spend their reaction to impose disadvantage on the attack roll. They also gain proficiency in Dexterity saving throws.


15 - Bonus Surge: At 15th level, when a bandit uses their action surge, they may also take an additional bonus action, in addition to the action provided by the action surge.


18 - Dirty Surge: Once per long rest, when using the attack action during an action surge, Dirty Blow damage applies to all attacks made in that round.





Design Notes:


3rd level: This is a half-damage sneak attack. I did not want to do the “Only 1d6 damage, but applies to every hit”, because that would be a big damage bonus, so I left it as-is, but, with the alteration to 18th level, it can become a pretty potent ability.


7th - Obviously, this is a slightly limited version of the Rogue’s Cunning Action, limited to just Dash and Disengage. However, they also pick up some skills, bringing them more in line with the rogue.


10th - Another “bring in line with the rogue” feature; while Rogues have Uncanny Dodge, letting them cut damage in half once a round, bandits impose disadvantage once a round. Additionally, they pick up Dex saves. I know some will call this boring, but it ties in with them being a roguish subclass of the fighter.


15th - Combined with Skirmisher, this lets them capitalize on their mobility… they can Dash in (bonus action), attack 4+ times (Attack+Action Surge+Attack) then Disengage (extra bonus action). If they’re using two weapons in melee, this lets them make 6+ attacks… 2 for each attack action, then 2 more for the extra bonus actions (with off-hand weapons), though they can’t dance in and out of combat if they do that.


18th - This lets them get pretty scary on damage… once per long rest, they’ll be able to throw weapon damage plus 5d6, possibly up to 8 times (attack action + bonus action for off-hand weapon, action surge, attack action + bonus action). I had considered making it every action surge, but since they'd be able to action surge twice per rest at 17th level, that would be potentially 16 attacks doing 5d6 extra damage... I don't know if 80d6 extra damage per short rest is the best of ideas, and it would go up at level 19 to a potential 20 attacks (4 attacks per attack action, bonus action for off-hand weapon, action surge, 4 attacks + bonus, and can do that twice), so 100d6. And that could be done in 2 rounds, and be on top of weapon damage and any bonus damage from magic and the like.


Original Version


3 - Dirty Blow. At 3rd level, the Bandit gains the ability to land a dirty hit once per round, inflicting an additional 1d6 damage. To do this, they must have advantage on the attack roll, have an ally who is also in reach of the target, or be acting against an enemy who is incapacitated. This cannot be done if the bandit have disadvantage on the attack roll. This ability does not stack with Sneak Attack, but a character with both may make use of each, if they are able to make two or more attacks in a single round.

The Bandit also gains proficiency in Thieves Cant, if they do not already have it.


7 - Skirmisher: At 7th level, the bandit is able to Dash or Disengage as a bonus action. Additionally, they gain proficiency in a single skill or thieves tools, and expertise with a single skill or thieves tools (either the one they just selected, or another they had previously)


10 - Cunning Defense. At 10th level, a bandit gains advantage on saving throws and checks to avoid the Blinded, Deafened, Frightened, Restrained, Paralyzed, Prone, Restrained, Stunned, or Unconscious conditions.

Additionally, when attacked by someone they can see, and themselves able to move, they may spend their reaction to impose disadvantage on the attack roll.


15 - Bonus Surge: At 10th level, when a bandit uses their action surge, they may also take an additional bonus action, in addition to the action provided by the action surge.


18 - Hindering Blow. At 18th level, a bandit can choose to forgo the bonus damage from a dirty blow, and instead inflict the Blinded, Deafened, Frightened, Prone, or Stunned condition on the target. To resist, the target must make a Constitution save against 8 + the bandit’s proficiency bonus + the bandit’s Strength or Dexterity (whichever is higher). A successful save limits the effect to 1 round; on a failed save, the effect will last for 1d6 rounds.





Design Notes:


3rd level: This is slightly better than a 1st level rogues’ sneak attack, as it can be used with any weapon, not just finesseable or ranged. However, it explicitly cannot stack…. No multiclassing shenanigans.


7th - Obviously, this is a slightly limited version of the Rogue’s Cunning Action, limited to just Dash and Disengage. However, they also pick up another skill (or thieves tools), and expertise in a single skill. Well behind a full rogue, but certainly in line with their abilities.


10th - This emphasizes that bandits like to move; they’re there for a good time, not a long time, as it were. It’s hard to pin them down or stop them. Add in the ability to impose disadvantage on one attack per round, and it’s a good level for the Bandit (Note: A 1st level fighter with Protection and a shield can extend the same protection to others; a 5th level rogue can halve the damage)


15th - Combined with Skirmisher, this is probably their greatest ability… they can Dash in (bonus action), attack 4+ times (Attack+Action Surge+Attack) then Disengage (extra bonus action). If they’re using two weapons in melee, this lets them make 6+ attacks… 2 for each attack action, then 2 more for the extra bonus actions (with off-hand weapons).


18th - I wanted to diverge from “You get thief class abilities” and into the idea of a bandit… someone who is going to be a bit of a thug and a dirty fighter. This somewhat gets into the Battlemaster’s territory, and is arguably better than the Trip Attack for Battlemasters (since it requires no superiority die), but reinforces, also, their tactical abilities.


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