Points de Vie
Maîtrises
Ruffian
| Niveau | Bonus de Maîtrise | Capacités | Grit Points Maximum | Grit Damage Reduction |
|---|---|---|---|---|
| 1 | + 2 | Grit Intimidating Physique Weapon Mastery | 4 | once |
| 2 | + 2 | Grit Intimidating Physique Weapon Mastery | 4 | once |
| 3 | + 2 | Grit Intimidating Physique Weapon Mastery | 5 | once |
| 4 | + 2 | Grit Intimidating Physique Weapon Mastery | 5 | once |
| 5 | + 3 | Grit Intimidating Physique Weapon Mastery | 6 | twice |
| 6 | + 3 | Grit Intimidating Physique Weapon Mastery | 6 | twice |
| 7 | + 3 | Grit Intimidating Physique Weapon Mastery | 7 | twice |
| 8 | + 3 | Grit Intimidating Physique Weapon Mastery | 7 | twice |
| 9 | + 4 | Grit Intimidating Physique Weapon Mastery | 8 | twice |
| 10 | + 4 | Grit Intimidating Physique Weapon Mastery | 8 | thrice |
| 11 | + 4 | Grit Intimidating Physique Weapon Mastery | 9 | thrice |
| 12 | + 4 | Grit Intimidating Physique Weapon Mastery | 9 | thrice |
| 13 | + 5 | Grit Intimidating Physique Weapon Mastery | 10 | thrice |
| 14 | + 5 | Grit Intimidating Physique Weapon Mastery | 10 | thrice |
| 15 | + 5 | Grit Intimidating Physique Weapon Mastery | 11 | four times |
| 16 | + 5 | Grit Intimidating Physique Weapon Mastery | 11 | four times |
| 17 | + 6 | Grit Intimidating Physique Weapon Mastery | 12 | four times |
| 18 | + 6 | Grit Intimidating Physique Weapon Mastery | 12 | four times |
| 19 | + 6 | Grit Intimidating Physique Weapon Mastery | 12 | four times |
| 20 | + 6 | Grit Intimidating Physique Weapon Mastery | 12 | five times |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Maîtrises
light
medium
shield
simple
martial
Équipement de Départ
Capacités de Classe
Grit (Level 1)
A good fight is all you need. As combat rages around you, you can show remarkable bursts of strength and endurance. This is represented by Grit Points. You can use these points to enhance or fuel certain Ruffian features. You lose all Grit Points when you finish a Short or Long Rest.
Your Ruffian level determines the number of points you can have, as shown in the Grit Points Maximum column of the Ruffian Features table.
When you use your Grit Damage Reduction and don't negate the damage entirely, you gain one Grit Point (up to your Grit Point Maximum).
Grit Damage Reduction
Your Grit makes you remarkably resilient. Once on your turn or before the start of your next turn when you take damage, you can reduce the damage taken by 1d8 + your Ruffian level (no action required). Starting at 5th level you can reduce damage twice for separate instances of damage, thrice at 10th level, four times at 15th level and five times at 20th level.
Quick Recovery
At the start of your turn, you can grant yourself temporary Hit Points equal to your Proficiency Bonus for every Grit Point you have.
Intimidating Physique (Level 1)
You show an impressing physique.
Intimidating Presence
You gain proficiency in Intimidation if you don't already have it, and you can add your strength modifier to all Intimidation checks you make.
Quick Reflexes
You have Advantage on all Opportunity Attacks you make.
Weapon Mastery (Level 1)
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Daunting Presence (Level 2)
Your presence alone can be unsettling to others. Whenever a creature moves within 5 feet of you or starts its turn there, you can force that creature to make a Charisma Saving Throw against your Daunting Presence Save DC. On a fail the creature becomes fixated on you until the end of its next turn. A creature that is fixated on you cannot willingly move away from you and you gain a Grit Point whenever a creature that is fixated on you damages a creature other than you.
Additionally, you can use your Bonus Action to force a creature within 60 feet of yourself that can see or hear you to make a Charisma Saving Throw against your Daunting Presence Save DC. On a fail, the creature becomes fixated on you until the end of its next turn.
Daunting Presence
Barrage (Level 2)
The pain you endure grants you remarkable bursts of strength. When taking the Attack Action, you can expend two Grit Points to make an additional attack as part of that same Action. At 9th level you can expend four Grit Points to make two additional attacks. At 17th level you can expend six Grit Points Points to make three additional attacks.
Ruffian Subclass (Level 3)
You gain a Ruffian subclass of your choice. A subclass is a specialization that grants you features at certain Ruffian levels. For the rest of your career, you gain each of your subclass' features that are of your Ruffian level or lower.
Cooperation (Level 3)
Your reputation and your physique encourage other creatures to cooperate with you more readily. You gain Advantage on all Charisma based Ability Checks you make against a creature that is fixated on you.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another Feat of your choice for which you qualify. You gain this feature again at Ruffian levels 8, 12 and 16.
Counter (Level 5)
You can abuse the fact that a foe is lowering their defense to attack. When you are hit by an Attack Roll and take damage from it, you can use your Reaction to make an Opportunity Attack against the creature that attacked you.
You can use your Barrage feature on this attack.
Combat Readiness (Level 5)
You are always prepared for a brawl. Instead of losing all your Grit Points on a Short or Long Rest, you retain one third of your maximum, rounded up.
If you have fewer than that remaining, you regain Grit Points until you have one third of your maximum, rounded up.
Subclass Feature (Level 6)
You gain a feature from your Ruffian subclass.
Resistance (Level 7)
You are extraordinarily difficult to pin down. Whenever you are forced to make an Ability Check or Saving Throw to end or avoid a Condition on yourself you can expend two Grit Points to end or avoid the Condition without making the Ability Check or Saving Throw.
If the Ability Check or Saving Throw requires an Action you can use this feature as a Bonus Action instead.
Pressure Forms Diamonds (Level 7)
You are quick to adapt to physically challenging tasks. When you fail a Strength or Dexterity based Ability Check, you can expend one Grit Point to reroll the check with a bonus equal to your Constitution modifier.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another Feat of your choice for which you qualify.
Find Weakness (Level 9)
Your experience on the battlefield quickly tells you a creature's weaknesses and lets you exploit them. Once per turn when you hit a creature with an Attack Roll you can choose to target its armor instead of doing damage. The creature makes a Constitution Saving Throw against the total rolled for your Attack Roll. On a failed save its Armor Class is reduced by your current Grit Points until the end of your next turn.
Subclass Feature (Level 10)
You gain a feature from your Ruffian subclass.
Brute Force (Level 11)
You hit hard enough to knock a creature out. After hitting a creature with an Attack Roll and after rolling damage, you can expend six Grit Points to force the target to make a Constitution Saving Throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier used for the attack. On a failed save the creature becomes Unconscious for one minute, until someone else within 5 feet of it uses an Action to shake it awake or until it takes damage.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another Feat of your choice for which you qualify.
Grand Entrance (Level 13)
You know how to draw the attention of others to yourself. At the start of your first turn in combat you can use your Daunting Presence feature on all creatures of your choice within 60 feet of yourself that can see or hear you.
Subclass Feature (Level 14)
You gain a feature from your Ruffian subclass.
Last Stand (Level 15)
You know how to make a final stand. When you drop to 0 Hit Points but don't die outright, you can expend eight Grit Points and Hit Point Dice equal to up to half your Ruffian level, rounded down (no Reaction required). Your Hit Points then change to the number rolled on the Hit Point Dice + your Ruffian level instead.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another Feat of your choice for which you qualify.
Bloodcurdling Cry (Level 17)
Your battlecries strike fear into the hearts of your enemies. As a Bonus Action you can force all creatures of your choice within 60 feet of yourself that can see or hear you to make a Wisdom Saving Throw against your Daunting Presence Save DC. Creatures that are fixated on you make this Saving Throw with Disadvantage. On a failed save the creature's Movement Speed is reduced to 0 and it makes all Attack Rolls and Saving Throws with Disadvantage until the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a Long Rest.
Subclass Feature (Level 18)
You gain a feature from your Ruffian subclass.
Ability Score Improvement (Level 19)
You gain an Epic Boon Feat or another Feat of your choice for which you qualify. Boon of Fortitude or Boon of Recovery are recommended.
Unyielding (Level 20)
You will never give up. You can grant yourself the following at the start of your turn (no action required):
You gain Resistance to all damage.
You remove all Conditions from yourself and become immune to all Conditions.
You gain Advantage on all Melee Attack Rolls you make.
Your movement cannot be restricted in any way.
These benefits last until the end of your next turn. Once you use this feature you cannot use it again until you finish a Short or Long Rest.
Multiclassage
Prérequis de Multiclassage
{"cha":13,"str":13}
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Ruffian Creed: Bodyguard
Ruffian Creed: Bodyguard (Level 3)
As tempting as the prospect of wealth and power might be, there will always be those who seek to take it from you. Influential people therefore often employ bodyguards to ensure their protection. These ruffians do not follow military procedures other guards might hold sacred. For them, there is only one goal: to protect those they have either sworn to or are being paid to protect. To do so, they are not afraid of playing dirty. After all, honor does not pay for anything if the source of the payment died for it.
Protection (Level 3)
You will give your life to shield others from harm. When a creature within 5 feet of you is hit by an Attack Roll, you can expend a use of your Grit Damage Reduction feature to reduce the damage dealt to them. If the target still takes damage, you gain a Grit Point as if you had been hit by the attack.
Shield Bash (Level 3)
The shield you carry can be both a defensive and an offensive tool. While carrying a Shield you can use your Bonus Action to attempt the Shove option of the Unarmed Strike rule with it to push a creature away or knock it Prone.
You can use this feature without a Shield; in this case the target has Advantage on its Saving Throw against the Shove.
Get Behind Me (Level 6)
You know how to get your allies out of harm's way. Once on your turn you can expend half your Movement Speed to touch a willing creature and swap places with them. The target can immediately move up to half their Speed without provoking Opportunity Attacks.
You can use this feature a number of times equal to your half your Charisma modifier (rounded up, minimum of once). You regain one use of this feature when you finish a Short Rest and all of its uses when you finish a Long Rest.
Meat Shield (Level 10)
You can shield a creature from harm. As a Bonus Action on your turn, you can expend four Grit Points to touch a creature. As long as the target remains within 5 feet of you, you grant it Three-Quarters Cover until the start of your next turn.
Drawing Attention (Level 14)
You can draw attention away from those you have sworn to protect, but doing so leaves yourself open to attacks. At the end of your turn, all creatures of your choice within 30 feet of you that are fixated on you make a Intelligence Saving Throw against your Daunting Presence Save DC.
On a failed save, the creature must use its Action on its next turn to try dealing damage to you. Any Attack Rolls they make against you gain Advantage and you have Disadvantage on all Saving Throws against them.
Sacrifice (Level 18)
You are willing to sacrifice yourself for those you have sworn to protect. When a creature within 30 feet of you is reduced to 0 Hit Points, you can use your Reaction to rush to their side. You can move up to your speed towards the target. If you make it within 5 feet of the target, they regain Hit Points equal to your current Grit Points times 10. You then lose the same amount of Hit Points.
If this features causes you to drop to 0 Hit Points and fall Unconscious, you immediately become stable.
Once you use this feature you cannot use it again until you finish a Long Rest.
Ruffian Creed: Brawler
Ruffian Creed: Brawler (Level 3)
While most Ruffians know how to wield a weapon, not all of them prefer doing so. Sometimes a good old right hook can get you places as well. Brawlers are often involved in bar and street fights. There is something honorable about meeting your foe eye to eye to determine the outcome of a fight with no weapons but just the pure strength of your arms. Brawlers are often employed by crime lords to intimidate rivals and to make sure that debts are paid. When the fist of a Brawler hits your jaw and you can hear an unsettling crack, you'll think twice about angering them again.
Iron Fists (Level 3)
Your left and right hooks are feared everywhere.
Heavy Hitter
You can roll a 1d6|d6 in place of the normal damage of your Unarmed Strike and add your Proficiency Bonus to the damage dealt.
Iron Grip
When you use the Grapple or Shove option of Unarmed Strike as an Opportunity Attack, the target has Disadvantage on the Saving Throw against it.
In addition, when you forcefully move a target that you have grappled, you can use your movement to follow it. This does not break the grapple.
Bonus Unarmed Strike
You can make one Unarmed Strike as a Bonus Action. You cannot use this feature if you are wielding a Shield.
Thick Hide (Level 3)
When you aren't wearing Medium or Heavy armor or wielding a Shield, you gain a bonus to your AC equal to your Constitution modifier (minimum of +1).
Feint (Level 6)
Immediately after you make an Unarmed Strike, you can spend 2 Grit Points to take the Dodge Action. Until the start of your next turn, you gain a special reaction that you can take on every creature's turn except your turn. You can take this reaction only to make an Opportunity Attack, and you can't take it on the same turn that you take your normal reaction.
Whenever you take the Dodge Action, you can use your Counter feature when you are targeted by an Attack Roll while you are dodging, even if the attack misses or doesn't deal damage.
Inexplicable Strength (Level 6)
You hit like a truck. What's a truck? I don't know.
Forceful Blows
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Punch Above Your Weight
You don't shy away from opponents bigger than you. The Grapple option of your Unarmed Strike no longer has a size restriction. When you grapple an opponent that is more than one size category larger than you, your speed is reduced to 0 instead of your opponent's, and your opponent can drag or carry you along as if they had grappled you instead.
Duel (Level 10)
As a Bonus Action, you can force a creature within 60 feet of yourself that can see or hear you into a duel. The target makes an Charisma Saving Throw against your Daunting Presence Save DC. A creature that is fixated on you makes this Saving Throw with Disadvantage. On a failed save you and the target both get Disadvantage on all Attack Rolls against targets other than each other, and every other creature gains Advantage on Saving Throws against your spells and abilities.
The Duel lasts for one minute or until one of you is reduced to 0 Hit Points. If you reduce the target to 0 Hit Points you can choose to expend any available Hit Point Dice and heal for the amount rolled without adding your Constitution modifier.
Reeling Strikes (Level 14)
Your punches can leave a creature reeling. Once on a turn when you hit a creature with an Attack Roll, you can expend two Grit Points to lay extra weight into the punch.
The target makes a Constitution Saving Throw against a DC of 8 + your Proficiency Bonus + the Ability Modifier used for the attack. On a failed save the creature's Movement Speed is halved, it cannot take Reactions and it can only use an Action or a Bonus Action (not both) on its turn until the start of your next turn.
Cripple (Level 18)
Your punches leave your opponent crippled. Whenever you hit with an Unarmed Strike and deal damage, the target's Movement Speed is reduced by 10 feet until the start of your next turn. This effect can stack.
Ruffian Creed: Opportunist
Ruffian Creed: Opportunist (Level 3)
Work in Progress
This subclass is a Work in Progress. It is not finished and might change drastically in the future. Balance? What is "Balance"?
Slippery Mind and Slippery Body are essentially placeholder features right now. Slippery Mind I think does fit, but it is a straight copy from Rogue level 15.
You know how to get things done, and you don't mind fighting dirty to get there. Life on the street has not only told you how to take a hit, but also how to strike one where it really hurts.
Below the Belt (Level 3)
You know how to hit where it hurts, and you don't hesitate to do it. Once per turn, you can deal an extra 1d8 damage to a creature you hit with a melee attack roll if you have Advantage on the roll. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Ruffian levels, as shown in the Below the Belt column of the Ruffian Features table.
Pain In the Ass (Level 3)
You are an expert at annoying and distracting your opponents. You can use the Help action as a Bonus Action. Instead of giving an ally Advantage against an opponent within 5 feet of you, you can choose to give the opponent Disadvantage on their next attack against a target other than you before the start of your next turn.
Make It Hurt (Level 6)
Whenever you use your Barrage feature to gain additional attacks, you can instead use it to empower your Below the Belt feature.
Each Grit Point you spend increases the damage of your Below the Belt feature by 1d8.
Expertise (Level 6)
You gain Expertise in two of your skill proficiencies of your choice. Athletics and Intimidation are recommended if you have proficiency in them.
Twist the Knife (Level 10)
You've added a few tricks to your Below the Belt. When you deal Below the Belt damage, you can add one of the following Twist the Knife effects. Each effect has a die cost, which is the number of Below the Belt damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Grapple effect, remove 1d8 from the Below the Belt's damage before rolling.
Distract (Cost: 1d8)
The target must succeed on a Charisma Saving Throw or become fixated on you until the end of its next turn.
Grapple (Cost: 1d8)
In addition to the usual effects of your attack, you use the "Grapple" effect of the Unarmed Strike feature.
Shove (Cost: 1d8)
In addition to the usual effects of your attack, you use the "Shove" effect of the Unarmed Strike feature.
Slippery Mind (Level 14)
You gain proficiency in Wisdom and Charisma Saving Throws.
Slippery Body (Level 18)
You cannot be critically hit. If an attacker rolls a 20 on an Attack Roll against you, the attacker rolls the attack's damage dice only once.
Ruffian Creed: Sentry
Ruffian Creed: Sentry (Level 3)
Fighting the good (or bad) fight might lead to a lot of kinship. Some Ruffians form tight bonds with their companions, even if it is just the lust or need for money that brings them all together. These Sentrys are hell-bent on making sure that none of their allies get hurt, and their resilience and determination inspires those around them to never give up. Even–or perhaps especially–if the odds are against them.
Inspiring Toughness (Level 3)
Your perseverance in the face of pain encourages your allies to fight harder. Whenever you expend Grit Points, you may give Encouragement to a creature other than yourself within 60 feet that can see or hear you. The target gains a bonus equal to half your Charisma modifier (rounded up, minimum of 1) to either their Saving Throws, Armor Class, or Attack Rolls until the end of their next turn. The target chooses one of the effects when you activate this ability.
Not Done Yet (Level 3)
You can be knocked down 10 times, but stand up 11! When you make a Death Saving Throw, a total result of 19 or better counts as if you had rolled a natural 20.
Additionally, each time you make a Death Saving Throw–prior to rolling–you may expend any number of Grit Points to add this number to the roll.
Sympathetic Counter (Level 6)
You hate seeing your friends get hurt. When a creature that you can see or hear is hit by an Attack Roll and takes damage, you can expend 3 Grit Points and your reaction to move up to your speed toward the attacker and use your Counter ability as if you had been the target of the attack.
Inspiring Toughness Improvement (Level 10)
Allies benefitting from your Inspiring Toughness feature now add your full Charisma modifier instead of half (minimum of 1).
Additionally, they may instead use the bonus to apply it to the save DC of spells or abilities they use or to their Death Saving Throws they make before the end of their next turn.
Inspiring Entrance (Level 14)
Whenever you use your Grand Entrance feature you may grant Inspiring Toughness to any number of allies within range of the effect.
Additionally, you may use your Grand Entrance feature again whenever you regain consciousness as the result of a Death Saving Throw.
Unbreakable Allies (Level 18)
You can use your Last Stand feature once per Long Rest without expending any Grit Points.
Additionally, when an ally within 60 feet of you that you can see is reduced to 0 Hit Points, you may use your Reaction to let them use your Last Stand feature. The target expends their own Hit Point Dice and adds your Ruffian level to determine the number of Hit Points gained. If they have no Hit Point Dice remaining, they cannot benefit from this feature.