Base Class: Rogue
Thugs are a particular brand of rogue as ruthless as they are strong. They are enforcers skilled at intimidation and violence that use dirty tricks to win in a fight. They're tough, able to tussle with some of the meanest out there. Many become gang leaders, while others prefer the simplicity of working as the group's muscle. In any case, one thing is for sure. Messing with a Thug is almost always bad news for the one who does.
One of the things that makes most Thugs stand out is their use of brutish strength. While some still rely on their cunning and finesse, many have taken a route that is very unbecoming of those skilled in assassination or thievery. Because of this, they often rely on larger and more cumbersome armaments in order to conduct their rough back-alley chicanery.
Thug Features
| Rogue Level | Feature |
|---|---|
| 3rd | Bonus Proficiencies, Brute Force |
| 9th | Rough and Tumble |
| 13th | Dirty Fighting |
| 17th | Gang Tactics |
Bonus Proficiencies
At 3rd level, you gain proficiency in the Athletics and Intimidation skills, as well as with martial weapons, shields, and medium armor.
Brute Force
When you choose this archetype at 3rd level, you can use any melee weapon that doesn't have the two-handed or heavy property with your attack roll to use your Sneak Attack. All the other rules for the Sneak Attack class feature still apply to you.
Rough and Tumble
At 9th level, you can use the bonus action granted by Cunning Action to make a Strength (Athletics) check to grapple or shove an opponent within reach.
Dirty Fighting
Starting at 13th level, you have mastered some devious tactics to incorporate into your rough fighting style. When a melee weapon attack misses you and the attacker is within 5 feet, you may make an underhanded unarmed strike against that creature as a reaction, hitting it in a particularly vulnerable and unprotected spot. On a hit, this attack deals bludgeoning damage equal to 1d6 + your Strength modifier.
At 17th level, the damage of your underhanded unarmed strike becomes 1d8 instead of 1d6. Also, instead of making an attack, you can choose to use this feature to make a Dexterity (Sleight of Hand) check to throw sand into the eyes of your opponent. The target must make a Constitution Saving Throw contested by your Sleight of Hand check. On a failure, the target is blinded until the beginning of your next turn.
Gang Tactics
Starting at 17th level, you've learned how to take advantage of working in a group. When you make use your Sneak Attack against a creature, if at least one of your allies is within 5 feet of the target creature and isn't incapacitated, then you can roll your Sneak Attack damage again and take the higher result.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/29/2022 4:12:16 AM
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14
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