TheLoneRanger1979
First Post
I wanted a very similar concept, but I went at it from the other direction. I started with a rogue with an outlander background, and at lv. 2 I'll start taking fighter levels. It follows the arc of the storytelling, as he leaves the more peaceful life of a scout and survivalist behind and becomes a member of a fighting company. Living alone, he hunted and fought relying mainly on stealth and mobility; as a member of this new company that training will serve him well, but most of his personal growth will be in negotiations with other people and (more frequently) fighting alongside allies who can't just hit the targets and disappear.
Looks like an interesting concept. I would surely like to see how your PC will progress over time.
One of my favorite features of the original Justifier concept was the tactical advantage:
"Tactical Advantage: This ability allows the Justifier and his companions to gain a combat advantage by studying the enemy and exploiting their weaknesses. The Justifier must spend at least a full, uninterrupted turn secretly observing an enemy or group of enemies prior to making an attack. At the end of this period, the Justifier makes a Wisdom check. If successful, the Justifier has correctly assessed the enemy's weaknesses and is able to maximize the timing of an attack. The Justifier and his party automatically surprise the enemy and gain the initiative for the first round. A Justifier can attempt to gain a tactical advantage only once in a particular encounter."
There is no direct mechanic to RP this onto 5E, but the lvl7 war master feature "Know your enemy" is a bit similar. It is one of the main reasons why i went with the current MC combination that i did.