Marauder

The Marauder is fury unchained a relentless warrior who grows stronger through pain and battle. Where others fight with discipline or divine purpose, the Marauder thrives in chaos, feeding on blood and momentum to overwhelm their enemies. Marauders do not fear being struck they welcome it. Through raw endurance and savage resolve, they turn suffering into strength, becoming more dangerous the longer the fight endures.

Class Overview

Base HP Unit: 20
Rest Recovery Dice: 1d20

Proficiencies

Weapons: Simple and Martial Melee Weapons
Armor: Light Shields, Medium Shields, and Heavy Shields

Skills

At Level 1, you gain 4 Skill Points to distribute among:
Athletics, Fortitude, Animal Handling, Menace, Nature, Perception, and Survival.


Base Class Features


Level 1

Rage

Spending one Rage Point or one Grit Point, you enter a rage that lasts one minute (5 rounds) or until your hit points reach zero.

While raging:

You have advantage on all Strength-based skill checks.

You gain resistance to bludgeoning, slashing, and piercing damage.

Your speed increases by 10 feet.

You cannot cast spells.

Additionally, you deal extra damage while raging:

+2 at Level 1
+3 at Level 4
+4 at Level 7
+5 at Level 10

At Level 7, your speed while raging increases by 20 feet instead of 10.

Martial Discipline

You learn one Martial Discipline of your choice from:

Unarmed Combat
Heavy-Weapon Training
Shieldplay
Dual Wielding

Techniques from these disciplines cost Grit Points. You regain all spent Grit Points on a short rest.

You learn an additional Martial Discipline at Level 5.


Level 2

Wild Swings

Before rolling an attack, you may declare a Wild Swing. Until the start of your next turn, you have advantage on all attack rolls, but attacks against you also have advantage.

Flexing Body

You have advantage on Fortitude defense checks against effects you can see, such as spells, poison clouds, or devastating attacks.

You must not be blinded, deafened, or incapacitated to gain this benefit.


Level 4

Ability Score Improvement

Increase two ability scores by +1 (maximum +5), or take a Quirk.

Also gained at Levels 7 and 9.

Unkillable

Once per short rest, you may use your Reaction to prevent yourself from being reduced below 1 HP until the start of your next turn.


Level 5

Multiattack

Once per turn, when you take a Major Action to attack, you may attack twice instead of once.