Base Class: Rogue
While others in your syndicate are quick and agile, every crew always needs the muscle. You focus on physically overpowering or strong arming others to get what you want. While you are still trained in stealth and concealed weaponry, you prefer to bring things into your own hands.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with martial weapons, medium armor and shields.
Weapon Preference
Starting at 3rd level, you find using a larger and heavier weapon more favorable. You are able to benefit from your sneak attack without the need of a finesse weapon. In addition, whenever you are wielding a martial weapon you can use your strength in place of your charisma for Intimidation rolls.
The Muscle
Starting at 9th level, you can use the bonus action granted by your Cunning Action to make a Grapple or Shove attack. In addition, any creature that you grapple is also restrained if they are no size larger than you and you can move while holding them without reducing your speed. While you have a creature grappled you may use a bonus action to twist their arms, choke them or inflict pain in some way. The target automatically takes bludgeoning damage equal to 1d6 + your strength modifier.
Thuggish Toughness
Starting at 13th level, you have advantage checks and saving throws against being shoved, knocked prone or knocked unconscious. In addition, you can add half your proficiency bonus (rounded up) to your Strength and Constitution saving throws.
Devastating Toss
Starting at 17th level, when you have a creature grappled you can use your action to throw them to the ground, into a wall, or into some other obstacle up to 10ft away. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed the creature is thrown. If the creature hits an obstacle within 10ft of you, it takes bludgeoning damage equal to your sneak attack roll and the target falls prone and has its speed reduced to 0 until the end of its next turn. If you decide to throw the creature into another creature, make an attack roll using your strength. If it hits the other creature's AC, each creature takes half the damage and both are knocked prone.
If the target succeeds the contest they escape your grapple.
Comments