Dirty Fighter (5e Subclass)

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Dirty Fighter[edit]

Rogue Subclass You throw dirt, low blows, and cheap shots and no one can even keep up. You grin and say "Dirty fighting is so much more fun". You are indeed a roguish little fighter.


You learn three special maneuvers. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 9th, 13th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. You may use the fighter maneuvers or the ones below.<be>

Superiority Dice

You start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.

You gain another superiority die at 9th level and one more at 17th level.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Dirty Fighting
  • Lethal Throw: From now on, as long as you have an open hand you may as a bonus action throw dust (dirt, gravel, etc.) at a creature's eyes within five feet of you. The creature must succeed a Dexterity Saving throw or become blinded until the end of their next turn. Alternatively, if you make a thrown attack with a weapon and hit you may expend a superiority die to deal extra damage equal to the roll.
  • Low Blow: From now on, as a bonus action you may make an unnamed strike if you took the attack action and attacked with an unarmed strike or a weapon with the light property. If you hit with this unarmed strike, you may expend a superiority die to deal extra damage equal to the number rolled, and the creature must succeed on a Dexterity or Strength saving throw, your choice, or be knocked prone, as you kick in their knee, crotch, or trip them.
  • Kidney Shot, if you hit with a melee attack you may expend a superiority die. If you do so, the creature takes extra damage equal to the number rolled and must succeed on a Constitution saving throw or be stunned.

Starting at 9th level, you are able to catch your opponent off guard when attacking from multiple sides, if you hit with a melee attack on a creature on the opposite side that you did last round, then you automatically deal maximum damage with the weapon. However, this effect does not carry over to sneak attack damage. You may also benefit from this ability if a target has attacked it since your last turn and you are standing on the opposite side of the creature.

Improved Combat Superiority

When you reach at 13th level, your superiority dice turn into d10. When you reach level 17, your dice turn into d12

Missed a Spot

Starting at 17th level, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.

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