Marauder#

All raiders seek glory in battle and the spoils that come from a life full of successful raids. Yet only a few live long enough to achieve these aims. A Marauder demonstrates leadership via small skirmishes at first and slowly they build upon their reputation. As their glory rises, so do their opportunities.

The Marauder understands how to control any battlefield they find themselves upon, from the deck of a ship being tossed by a foul storm to the wind-tossed tundra of the north. They minimize their own losses while inflicting great damage upon their enemies. A true leader leads by ferocious stubbornness and the marauder is no exception.

Level 3: Break the Line#

You can take a Bonus Action to make an Unarmed Strike using the Shove option. If you have a Shield equipped or the creature has the Prone condition, it has Disadvantage on the saving throw.

If you shove a creature and push it, you can push it 10 feet instead of 5 feet, and move with the creature horizontally without provoking Opportunity Attacks, remaining within 5 feet of it at the end of your movement.

Level 3: Withdraw#

While wielding a Shield, you can take a Reaction to reduce the damage of an attack by half your Fighter level (rounded down) plus your Constitution modifier (minimum of 1).

Level 7: Breaker’s Charge#

As a Bonus Action, you may spend one use of your Second Wind to move in a straight line up to a distance equal to your Speed. Each creature whose size is one category larger than yours or smaller, and whose space you enter during this movement, must make a Strength saving throw. The DC equals 8 plus your Proficiency Bonus plus your Strength modifier.

On a failed save, the creature takes Bludgeoning damage equal to your Strength Modifier and the creature has the Prone condition and is pushed 5 feet to the side of your path. On a successful save, your movement for this action immediately ends.

Level 10: Rampage#

Whenever you or an ally within 10 feet of you reduces a creature to 0 Hit Points with an attack, that creature can take a Bonus Action before the end of the current turn to move up to half its Speed and make one attack.

Level 15: Enhanced Rampage#

The range of your Rampage feature increases to 30 feet. In addition, a creature that makes the Rampage Bonus Action attack can roll 1d6 and add the result to the attack roll it makes for that attack.

Level 18: End the Threat#

As a Bonus Action, you may spend one use of your Second Wind to command your allies to focus their assault on a single foe. Choose one creature you can see. Each ally within 30 feet of you who can hear you can use its Reaction to move up to half its Speed and make one attack against the chosen target.

illustrated quote
A marauder is not born in glory, but in the small fights no one remembers, where survival is the only victory. —Anton Flame-born
Full-page art, p.44
Full-page art — p.44