Dirty Fighting | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Dirty Fighting - 3000 AXP

TIER ONE FEATURE: Dirty Fighting

    • AXP: 3000
    • Pre-Requisites: Selected Bruiser or Hustler as base class
    • Grants Access To: None

You pick up some cheap tricks from your time of scuffling. You learn Dirty Fighting Techniques as you take features in this tree. Some Dirty Fighting Techniques will ask for a saving throw or tell you to use your Dirty Fighting modifier. They are listed below:

Dirty Fighting Save DC: 8 + Dexterity or Strength Modifier (choose one) + Proficiency Bonus

Dirty Fighting Modifier: Dexterity or Strength Modifier (choose one) + Proficiency Bonus

Grit: you gain a number of grit points depending on your tier as shown on the table bellow. These are expendable points used for using Dirty Fighting Techniques, typically variable in how many you can use per attack. Typically, Grit will only be used for these, unless specified later in the class. You regain all Grit points after a long rest, and can use a hit die to regain that many Grit during a short rest. Any grit past the maximum is wasted.

Grit Points


TierGrit Points
Tier 12
Tier 27
Tier 311
Tier 416
Tier 520
Tier 624
Tier 729
Tier 833
Tier 938
Tier 1042

Additionally, you also realize how powerful your environment is. Improvised Weapons now cause 1d6 + STR damage, and your fists cause 1d4 + STR bludgeoning. You can also choose to add your Dexterity modifier to your attacks and damage rolls instead of your Strength modifier.

The damage increases when you reach 3rd tier (1d8 and 1d6), 5th tier (1d10 and 1d8), and 7th tier (1d12 and 1d10)

Dirty Fighting Techniques

You gain some Dirty Fighting Techniques when you choose this feature. These are added to the list of Dirty Fighting Techniques you can use provided you have the neccecary grit points.

Knockdown Strike

Use: 2 Grit, 1 Action; You perform a Melee attack roll against a creature, aiming at whatever’s keeping it stable. If you hit, then you roll damage as normal and force the creature to make a Strength Saving Throw. If it fails, it falls prone. If it’s immune to prone, then your grit used is half.

Armor Cleave

Use: 2 Grit, 1 Action; You perform a Melee attack roll against a creature’s armor, hide, or whatever it has for a protective matter. You still need to beat the creature’s AC. If you succeed, then you can lower it’s AC by 1. This can only be used to lower the AC once, unless the DM agrees to letting you cut through multiple places. (ex. A Tarrasque’s monster hide can be cut through most likely due to how huge of a creature it is.)

Intimidating Blow

Use: 1-5 Grit, 1 Action; You make an attack so ferociously that you attempt to startle the creature as well. If your base attack hits, the creature makes a Wisdom Saving Throw. If it fails, then you lower it’s next attack’s damage by how many Grit you used. You gain a multiplier for how many tiers you have; At 3rd tier, you multiply the Grit used by 2, rounding down; At 5th, multiply Grit by 3; At 7th, multiply it by 4.

Swing

Use: 2 Grit, 1 Action; Before you make an attack, you can declare it a Swing. If you hit the first creature, you can make an attack roll on an adjacent creature and attempt to hit them as well. If there’s more than 2, you can exert 1 extra grit per creature to keep attacking.

Weighted Strike

Use: 2 Grit, 1 Action; Before you make an attack, you can declare it a Weighted Strike. This allows you to take a minus 5 or your tier number, whichever is higher, to your attack roll. In exchange, if you land the attack, it’s a natural critical hit.

Plead, Grovel and Weep

Use: 3 Grit, 1 Action; As an action, you weep pathetically to distract enemies nearby. Any allies have advantage on hostile creatures within 15 feet of you until your next turn. You can only use this once per encounter, and if the enemy fights you again, they do not fall for it.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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