Base Class: Rogue
Not all thieves do their best work unseen. You've trained to solve your problems with physical might and grit. Highwaymen are emblematic of this archetype, but others are on the payroll of law enforcement as unofficial agents to do their dirty work, or hired muscle to find and punish those who break contract. You specialise in situations where finesse doesn't cut it, instead employing violence to intimidate and coerce your targets.
Bushwhack
Starting at 3rd level, you can also use a melee weapon using Strength, in addition to finesse or ranged weapons, to qualify for your Sneak Attack. Additionally, your hit point maximum increases by 3 and increases by 1 whenever you gain a level in this class.
Bonus Proficiency
You gain proficiency with medium armor and two martial weapons of your choice. In addition, wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
Strong-arm
Starting at 9th level, you can use the Shove or Grapple action as a bonus action.
You also gain proficiency in the Athletics skill, if you not not already have it. If you are already proficient in it, you gain proficiency in one skill of your choice.
Your proficiency bonus is doubled for any ability check you make that uses Athletics. You receive this benefit regardless of the skill proficiency you gain from this feature.
Waylay
By 13th level, you've perfected ambush tactics. You have advantage on initiative rolls and Stealth rolls to hide while you are not in combat.
Browbeat
When you reach 17th level, you can menace your target with the force behind your first attack. When you deal Sneak Attack damage to a target, you can force them to roll a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failure, they are frightened of you and can repeat the saving throw on the start of their next turn. On a success, the creature is no longer frightened and becomes immune to this feature for 24 hours.
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