Streetfighter (5e Subclass)
Streetfighter[edit]
Fighter Subclass
Those that take up the Streetfighter archetype have typically lead difficult lives, having to struggle to make a living from among the shadowy and dangerous corners of the cities they grew up in. They have never had the chance to rest easy, because they learned early on that letting your guard down can only lead to an early grave. However, it is this exact lifestyle that can allow Streetfighters to excel in the life of an adventurer.
- Streetwise
You have learned the secrets of surviving in the streets, being able to employ these skills to their fullest potential. When you take this archetype at 3rd level, you gain proficiency with two skills of your choice from the Rogue skill list. You then double your proficiency bonus with any two skills from that same list that you are proficient with.
Additionally, you gain proficiency with one Gaming Set of your choice plus two of the following tools: the Disguise Kit, Forgery Kit, Poisoner’s Kit, Thieves’ Tools or an additional Gaming Set.
- Fighting Dirty
Also at 3rd Level, you have mastered the ability to strike subtly and exploit any weakness in a foe, much like a Rogue. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon, or be an unarmed strike done with the hands, feet or some similar body part (Such as the elbows or knees).
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, to 2d6 at 7th Level, 3d6 at 10th Level, 4d6 at 15th Level and 5d6 at 18th Level. If you have any levels in Rogue, the damage from this feature and the Sneak Attack feature stack with each other.
- Cunning Reflexes
By the 7th Level you have developed improved reflexes and more agile movement from your time spent skulking in the shadows. You gain proficiency with Dexterity saving throws. If you are already proficient with Dexterity saving throws, you may instead choose to gain proficiency in either Strength or Constitution saving throws.
Furthermore, you may now take the Dash and Hide actions as bonus actions on your turn.
- Always Ready
At the 10th Level, you have become exceptionally prepared for combat. Whenever you make an initiative roll, you gain a bonus to the roll equal to half your level in this class.
Furthermore, you cannot be surprised while you are not incapacitated.
- Uncanny Dodge
Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Stand Tough
Upon reaching the 18th Level, your resilience has become honed by years of hard living and dirty fighting. Whenever you take damage that would reduce you to 0 hit points, you can choose to drop to 1 hit point instead.
Once you use this feature, you must complete a short or long rest to use it again.
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