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Marauder Archetypes

The following archetypes are available for the Marauder class.  

Berserker

Pick this archetype if you want to double down on your animal fury.   3 - Frenzy
You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attackas a bonus action on each of your turnsafter this one. During your frenzy you can spend a Hit Die after hitting with a melee or thrown weapon attack, adding the result to your weapon’s damage.   6 - Mindless Rage
You can’t be charmed or frightened while raging. If you’re charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.   10 - Intimidating Presence
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.   14 - Retaliation
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.   Bulletstormer Pick this archetype if you want to channel your savagery while using ranged weapons.   3 - Ranged Rage
You gain the ability to use some firearms while raging, gaining the following features:
• You can add your rage damage bonus to attacks made with a shotgun or any firearm with the automatic or heavy property.
• If you use a weapon with the automatic property while raging, you must always use it in automatic mode, treating it as though it were a full auto weapon until there is no ammunition left to do so.
• While you’re raging, the maximum short and long range for a ranged weapon you wield is 30/90 ft. If your weapon normally has a longer range, it uses these ranges instead during the rage.
• Additionally, you can use your Reckless Attack feature with a ranged weapon attack you make with a weapon that qualifies for ranged rage. You use Reckless Attack when you use a weapon’s burst fire action, in which case its targets have disadvantage on their saving throws.
• When you gain the Brutal Critical feature at 9th level, you apply its benefits to any ranged weapon that qualifies for ranged rage.   6 - Gun Club
You can use firearms you wield as melee weapons. You add your proficiency bonus to any melee attacks you make with your firearms. On a successful hit, the target takes damage according to the weapon’s size.
• A Sidearm deals 1d4 + your Strength modifier bludgeoning damage.
• A SMG or two-handed firearm deals 1d6 + your Strength modifier bludgeoning damage.
• A heavy ranged weapon deals 1d8 + your Strength modifier bludgeoning damage.   10 - Boomstick
You designate a firearm you own and that qualifies for ranged rage as your boomstick. You receive a +1 bonus to all attack rolls made with this weapon. In addition, any time you’re present when a member of your party find ammunition compatible with your boomstick, roll 2d4. The ammunition stash discovered increases by that amount of shots.   14 - Bullet Magnet
When you rage any hostile creature within 30 feet of you has disadvantage on attack rolls it makes against a target other than you (unless that target also has this feature and is raging) for one round.   When your turn begins you receive temporary hit points and a bonus to your next attack roll if multiple creatures have damaged you since the end of your last turn. For each creature to damage you beyond the first, you gain 5 temporary hit points and increase the bonus to your next attack roll by +1.  

Implacable Hunter

Pick this archetype if you want to bring your wrath upon your chosen prey, tracking them down no matter where they flee.   3 - Pack Leader
You gain the following additional features while raging:
• Allied creatures have advantage on melee attack rolls they make against any creature which is both hostile to you and adjacent to you.
• Any time you have no allies at all during an encounter, or all your allies are unconscious or dead, you gain advantage on your all of your own attack rolls with melee and thrown weapons.
  6 - Stalking Grounds
While in wilderness or ruins you ignore the effects of permanent areas of difficult terrain.   10 - Sign Savant
You learn how to read your surroundings and quickly get a feel for the territory. You can spend 1 uninterrupted minute to learn up to three facts about the terrain around your position.   You can ask questions related to any of the following:
• Terrain and bodies of water.
• Prevalent plants, minerals, animals, or peoples.
• Powerful mutants, robots, or horrors in the area.
• Buildings in the area.   While you and the target of your enquiry are outdoors and in the wilderness, you may learn about something that is within 3 miles of your position. While you or the target of your enquiry are in an urban area or underground, you may learn about it only if the target is within 300 feet of your position.   Your questions must be specific; for instance, if you ask if there is an Old World post office in the area you confirm it’s presence, you won’t know where it is unless you ask a second question to establish that fact.   14 - Brutal Takedown
While raging you can spend a bonus action to knock a creature prone as long as you have hit it with a melee weapon attack on the same turn, and it is no more than one size category larger than you.  

Survivor

Pick this archetype if you want to endure and keep standing, no matter what the wasteland throws at you.   3 - Brutish Resilience
While you rage you have resistance to all damage types except for psychic damage.   6 - Hard-Boiled
You have advantage on Constitution ability checks even when not raging.   In addition, every time you take a level of exhaustion you gain temporary hit points equal to 5 times your current level of the condition.   10 - Sign Savant
You learn how to read your surroundings and quickly get a feel for the territory. You can spend 1 uninterrupted minute to learn up to three facts about the terrain around your position.   You can ask questions related to any of the following:
• Terrain and bodies of water.
• Prevalent plants, minerals, animals, or peoples.
• Powerful mutants, robots, or horrors (aberrations and oozes) in the area.
• Buildings in the area.   While you and the target of your enquiry are outdoors and in the wilderness, you may learn about something that is within 3 miles of your position. While you or the target of your enquiry are in an urban area or underground, you may learn about it only if the target is within 300 feet of your position.   Your questions must be specific, and you only learn one fact per question. For instance, if you ask if there is an old world post office in the area then you only confirm its presence or lack thereof. To learn the building’s location you must ask a second question to establish that fact.   14 - Favourable Footing
You gain the following additional benefits while you’re raging:
• On your turn, you can spend a bonus action to move up to half your speed.
• Unless you’re incapacitated a hostile creature can’t force you to move by any physical means unless you’re incapacitated.
• You can choose to allow a hostile creature to move you by force. If you do, you can immediately move up to half your speed after the forced movement ends.

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