Marauder: A Fighter subclass

Martial Fixation

Beginning when you choose this archetype at level 3, using your bonus action, you may declare a creature within 60ft of you to be your current focus. Your focus last for one minute or until:

  • You are incapacitated;
  • When your current focus dies or is knocked unconscious;
  • You don't have line of sight with your focus at the end of your turn.

While maintaining this focus, creatures that aren't your focus have advantage on attacks against you until and you gain the following benefits:

  • You may add your proficiency modifier to your damage on any melee weapon attack made against your current focus;
  • You have advantage on saving throws against being frightened or charmed by your current focus;
  • You have advantage on strength checks made against your current focus;
  • Once per turn, you can leap 15ft towards your focus as part of a melee weapon attack made against it.

You may use this feature a number of times equal to half your fighter level rounded up without any adverse effects. If you use this feature again after exhausting these uses, you take 1D10 force damage for each time you've used it beyond the limit. You regain any expended uses when you finish a long rest.

Intimidating

Beginning when you choose this archetype at level 3, while wielding a weapon, you may choose to have advantage on Intimidation checks. If you fail this check, the target turns hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Prepared for combat

You can sleep in armour without any negative repercussions and are always considered to have your weapon on-hand unless stated otherwise. Additionally, you have advantage on initiative rolls.

Unrelenting Assault

Starting at level 10, when you are reduced to 0 hit points and aren't killed outright, you may choose to go to 1 hit point instead. Additionally, if it was your current focus that reduced you to 0 hit points, you regain additional hit points equal to your fighter level + your Constitution modifier. Once you use this feature, you can't use it again until you finish a long rest.

Charge

Starting at level 15 if you move at least 20 feet straight toward a creature you can have it roll a Strength saving throw if your next attack with a two-handed weapon hits it this turn (DC = 8 + proficiency + STR modifier OR DEX modifier). If it fails, it is knocked prone. Additionally, if the creature is no more than one size larger than you, it is knocked back up to 10ft. If you use this feature against your current focus, you deal an additional 1D12 damage if it fails the saving throw. You may use this feature equal to your Constitution modifier (a minimum of once), regaining expended uses on a long rest.

Terrifying Visage

Starting at level 18, when you declare a creature as your current focus, they make a DC 18 Wisdom saving throw. If it fails, it is frightened until the start of your next turn. While it is frightened in this way, you have advantage on melee attacks made against it.