Rogue
Base Class: Rogue

People always argue about brains vs brawn. If you're being honest though, you usually need both. Too many times okay would be muggers get knocked around or locked up cause they just weren't tough enough. You're different though, you've trained to be just as strong as any himbo that thinks they can take you down a peg.

Scrapper

3rd-level Enforcer feature

While wearing light armor, you gain a +2 bonus to Armor Class.

You also gain proficiency with simple melee weapons.

Cheap Shot

3rd-level Enforcer feature

You don't just have good hands, you've got good fists too. Your unarmed attacks deal 1d6 + your Strength modifier bludgeoning damage, and you are proficient with improvised weapons. Damage type is up to DM's discretion concerning improvised weapons. You can apply your sneak attack to unarmed strikes and simple melee weapons.

Collector

3rd-level Enforcer feature

You can't get anything from a dead body, or an unconscious one. If engaging in melee combat and you would drop a creature to 0 or less hit points, you can choose for it to only drop it to 1 hit point. This allows you to use your reaction to make a special Intimidation check vs the creature's Wisdom saving throw. If you succeed, one of three things happens:

  • The creature will assist you for the rest of combat.
  • The creature will give you all the money currently on its person.
  • The creature will honestly answer one question to the best of its ability.

When you have made this check, you cannot make it on the same creature.

 

 

Determination

9th-level Enforcer feature

Dying doesn't put food on the table, so the best way to get paid is to finish the job and finish it quickly. As an action once per long rest, you can give yourself an amount of temporary hp equal to double your Rogue level when you are below half health.

While this temporary hp is active, you gain the benefits of Extra Attack allowing you to attack twice when you take the Attack action. When you attack in this way, your second attack can benefit from half your sneak attack dice, rounded down, as long as you use your sneak attack on your first attack.

 

 

Distraction

13th-level Enforcer feature

You're more than cheap muscle. You're a tactician. As a bonus action, you can make a Deception check vs a creature's Insight check. If they fail, there are two benefits.

  • You can move outside of the creature's melee range without triggering opportunity attacks.
  • The next attack roll against that creature has advantage, and will benefit from half your sneak attack dice, rounded down. The attack cannot benefit from sneak attack if it is an area of effect spell, such as fireball or lightning bolt.

Dogpile

17th-level Enforcer feature

A quick way to finish a fight, is to lash out on one target as a group. At this level, when you successfully use your sneak attack on a creature, allies within 10 ft of you can use their reaction to get within range and attack the same creature, benefitting from half your sneak attack dice rounded down. This does cost movement as normal, but will not trigger opportunity attacks.

In addition, your Determination ability now allows you to attack three times instead of twice, when you take the Attack action while your temporary hp is active, and the third attack will still benefit from half of your sneak attack dice rounded down.

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