Base Class: Rogue
From the terrors of the ocean to the heat of the battlefield, pirates are among the most fearsome mercenaries in history. Your time sailing across the seas has taught you to throw your honor and pride away, embracing the life of crime and using shady tactics to gain an upper hand at life.
Fighting a pirate is never easy, as they'll quickly discover your weaknesses and exploit them to their limits if victory is on the line. These unruly marauders' very presence is enough to bring dread to the hearts of its foes.
Dirty Fighter
Starting when you select this archetype at 3rd level, your time on the decks has taught you that fighting fair won't win you any battles.
Whenever you land a Sneak Attack with a melee weapon attack against a creature within 5 ft. of you, you can forego a number of your Sneak Attack dice to use a Cheap Trick against the target of your Sneak Attack - any remaining dice are rolled for damage as normal. You learn three Cheap Tricks now from the list below, and gain two more at 6th, 12th, and 18th level.
To use a Cheap Trick, you must spend the appropriate number of d6's without exceeding the amount you'd normally roll for your Sneak Attack damage. You can only use one Cheap Trick option per Sneak Attack.
If you wish to use a Cheap Trick when you score a Critical Hit, double the amount of Sneak Attack dice to be rolled for damage first, then subtract the Cheap Trick's d6 cost from this total.
Some of your Cheap Tricks require your target to make a saving throw to resist the trick's effects - the saving throw DC for your Cheap Tricks = 8 + your proficiency bonus + your Dexterity modifier.
Bleeding Wounds
You puncture your foe in a vital spot, causing it to bleed internally. You can expend 5d6 of your Sneak Attack dice to have the target's hit point maximum reduced by the damage you deal from your Sneak Attack. This reduction lasts until the target finishes a short or long rest, or is affected by a Greater Restoration spell, or similar magic.
Blood and Plunder
You swiftly move your hands to attempt to pilfer some valuable loot from the enemy. You can expend 1d6 of your Sneak Attack dice to make a Dexterity (Sleight of Hand) check against the target's passive Wisdom (Perception) score. On a success, you steal an object from the target that can fit in one hand and weighs no more than 1 pound.
You must have a free hand to use this Cheap Trick, and the object must be accessible such that the target can draw it using an object interaction.
Concussive Strike
You bash your enemy with immense force, causing them to flinch. You can expend 8d6 of your Sneak Attack dice to have the target make a Constitution saving throw. On a failure, the target is Stunned until the end of their next turn.
Maim
You cripple your foe's offenses by assaulting their weak spots. You can expend 3d6 of your Sneak Attack dice to have the target make a Constitution saving throw. On a failure, the target has Disadvantage on the next attack roll it makes before the end of their next turn.
Pocket Sand
You attempt to reduce your enemy's sight by any means necessary, even going so far as to throw sand in their eyes. You can expend 4d6 of your Sneak Attack dice to have the target make a Dexterity saving throw. On a failure, the target is Blinded until the end of your next turn.
Staggering Blow
You strike your quarry in a rather sensitive spot, causing them to waver and stumble. You can expend 1d6 of your Sneak Attack dice to have the target make a Constitution saving throw, or be unable to take reactions until the start of their next turn.
Sucker Punch
You surprise your enemies with a feint, followed by a quick blow. If you miss an attack roll against a target that meets the conditions for your Sneak Attack, you can spend half your Sneak Attack dice (rounded down) to roll it again.
Throat Chop
You slam your foe's throat, hindering their ability to speak. You can expend 1d6 of your Sneak Attack dice to have the target make a Constitution saving throw. On a failure, the target is unable to speak or supply the Verbal components of spells until the start of your next turn.
Trip Kick
You try tripping your victim, causing them to stumble. You can expend 1d6 of your Sneak Attack dice to have the target make a Strength saving throw or be knocked Prone.
Winding Hit
You use the blunt part of your weapon to pummel your quarry's softest spot, taking away their breath. You can expend 3d6 of your Sneak Attack dice to have the target make a Constitution saving throw. On a failure, the target has disadvantage on the next saving throw it makes before the end of their next turn.
Wrist Twist
You try spraining your quarry's wrist in an attempt to disarm them. You can expend 2d6 of your Sneak Attack dice to have the target make a Strength saving throw. On a failure, the target drops whatever object it is holding at its feet.
Flintlock Volley
At 9th level, your knowledge of black powder and matchlock firearms has greatly improved your combat abilities.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to make a ranged weapon attack against a different target.
Guts
Beginning at 13th level, you can stand up and resist certain effects, such as a White Dragon's Frost Breath, or a Cloudkill spell.
You gain proficiency in Constitution saving throws. Additionally, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Dirty Deeds Done Dirt Cheap
By 17th level, you have mastered every underhanded tactic in the book, allowing you to use your Cheap Tricks without having to sacrifice the power of your strikes.
When you land a Sneak Attack and use a Cheap Trick, you can roll d8's instead of d6's when making a damage roll.
Previous Versions
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