Base Class: Rogue
While many rogues come from the streets, many of them forget their origins in later parts of life: they become excellent sharpshooters, professional paid killers or even heroes praised for their skills, but you never forgot where you came from - the dirty streets and alleyways of your hometown made sure of it. It was a tough life, where you never knew if you would have anything to eat or a place to sleep, but you managed. It was a dog-eat-dog world, without rules, where everything went - and that reflects on your style of fighting.
Dirty Tactics
When you choose this archetype at 3rd level, you master tricks you can use to disrupt and confuse your opponents in battle:
- Quick Throw: You may, as a part of a successful melee attack, throw a Tiny object (ex. a cigarette, small stone, a pinch of dust etc.) at the creature hit, targeting its eyes. That creature must make a Dexterity saving throw. On a failure, it is blinded until the end of their next turn.
- Low Blow: You may, as a part of a successful melee attack, force the creature hit that's up to one size larger than you to make a Strength saving throw. On a failure, it is knocked prone.
- Kidney Shot: You may, as a part of a successful melee attack, force the creature hit to make a Constitution saving throw. On a failure, it has disadvantage on th first attack it makes and it's speed is halved until the end of their next turn.
Those tricks are very useful, but easy to see through. You cannot use the same Dirty Tactic on a creature that managed to succeed on their respective saving throw. Your save DC for those effects is equal to 8 + your proficiency bonus + your Dexterity/Strength modifier (your choice).
Catch Me If You Can
When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics and Athletic skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Additionally, during a Chase, you can use the Dash action a number of times equal to 5 + your Constitution modifier, instead of the regular 3 + your Constitution modifier. You also have advantage on any checks that would help you slow down someone that's chasing you (creating distractions, setting traps, hiding in a crowd etc).
Boiling Blood
Starting at 9th level, landing your first strike reminds you how great it is to fight, pumping you for the upcoming battle.
When you hit a creature for the first time in combat, you may gain a number of temporary hit points equal to your level + your Constitution modifier. If you do, you cannot do it again until you finish a short or a long rest.
Tough As Nails
Starting at 13th level, the experiences you had during your journey made you tougher than you may look. You are proficient in Constitution saving throws.
In addition to that, you can grant yourself advantage on any Strength, Dexterity or Constitution saving throw against an effect you can see or have experienced beforehand. To gain this benefit, you can’t be blinded, deafened, or incapacitated. You may use this feature an amount of times equal to your Constitution modifier. You regain all spend uses on a long rest.
Devastating Strikes
Beginning at 17th level, your melee weapon attacks score a critical hit on a roll of 19 or 20.
In addition to that, when you roll 1 or 2 on a damage die of your Sneak Attack damage against a target that failed its saving throw against one of your Dirty Tactics, you may reroll those dice and must use that roll even if its 1 or 2.
Previous Versions
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11/23/2021 11:24:44 AM
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12/22/2021 4:53:52 PM
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5/30/2022 11:32:41 AM
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