Base Class: Rogue
Even amongst Rogues, as one who follows the Underhanded path, you are known for your cheap tricks and exploitation in and out of combat. You rely on brutal manipulation and foul play to make your way in battle, and with a knack for sticky situations, you're a force to be reckoned with, as long as no one's expecting a fair fight. You excel in helping your allies by pestering your enemies, surviving by guile and cruelty.
Foul Play
When you choose this archetype at 3rd level, you manipulate the battlefield through your slimy techniques and the precise placements of brutal attacks.
When successfully landing a Sneak Attack against a foe, you can choose to attempt to inflict weakness upon your target with Foul Play by sacrificing some of your Sneak Attack Dice. In attempt to defend themselves from these tricks, your target will roll an INT Saving Throw against your Foul Play DC, which is equal to 8 + Proficiency Modifier + INT Modifier. You can select one of the following effects to try and inflict with each Sneak Attack.
Ankle Bite
Striking with a low blow, you aim to catch the opponent off of their guard, leaving them stumbling and open. Should they fail against your Foul Play DC, the target gains disadvantage on DEX saving throws and becomes unable to use the Disengage Action until the end of your next turn. This Foul Play ability costs one die of your Sneak Attack damage. Sacrificing three Sneak Attack Die also cuts the target's speed in half should they fail their saving throw.
Throat Chop
Striking at the opponent's lungs or neck, you aim to silence your opponent and leave them gasping for air. Should they fail against your Foul Play DC, the target loses the ability to speak, becoming Silenced, until your next turn. Until your next turn, they cannot cast or concentrate on any spell with the vocal component. Additionally, they cannot breathe while under the effects. This Foul Play ability costs one die of your Sneak Attack damage. Sacrificing three Sneak Attack Die also causes the target to gain Disadvantage on saving throws against Fear or Charm effects should they fail their saving throw.
Sucker Punch
Striking at the opponent in a swift and precise fashion, you aim to interrupt your opponent and leave them dazed. Should they fail against your Foul Play DC, the target cannot take Reactions until your next turn. This Foul Play ability costs one die of your Sneak Attack damage. Sacrificing three Sneak Attack Die also causes the target to be unable to recharge any Recharge Abilities should they fail their saving throw.
Cheap Shot
Striking in an unfair or uncourteous way, you aim to undercut your opponent's efforts and leave them weakened. Should they fail against your Foul Play DC, the target suffers an amount of d4 against any attack rolls or ability checks they make until your next turn. This Foul Play ability costs one to three die of your Sneak Attack damage, the amount of d4 decreased being determined by the number of Sneak Attack Die you sacrifice.
Slash and Grab
Striking at the opponent to distract them from your true motives, you aim to steal an item from your opponent or plant something on their person. Should they fail against your Foul Play DC, roll a Slight of Hand skill check. The resulting sum becomes the DC it takes for the target to notice what you have stolen or planted. Should they pass, your efforts fail, but are not noticed. This Foul Play ability costs three die of your Sneak Attack damage.
Me First, After You
After Initiative has been rolled, you may choose to swap your place within the Initiative Order with a willing allied creature within 30ft. You may only use this ability once per short rest.
Sadist
Starting at 9th level, your foes loss is your gain. You delight in watching their failure, the rush returning adrenaline to you.
After using a Foul Play ability, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points at the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You many only use this feature if your target fails to save against your Foul Play.
Gaslight
Starting at 13th level, your tongue is silver and your words as thick as honey. Making any CHA based check in conversation, you may attempt to add a bonus to the check equal to your proficiency bonus, even if you are already proficient in the skill, or chose it for your expertise feature. The target of the check must pass an INT Saving Throw against your Foul Play DC to ascertain if you are truly as slick as you seem. Should they fail, you may add your proficiency to the skill to the roll. Should they succeed, you must roll without the additive from this feature.
Targets who have previously succeeded against this feature have advantage when attempting the INT saving throw again. Targets who have previously failed against this feature have disadvantage when attempting the INT saving throw again. Additionally, targets classified as Fey or Fiend have advantage when attempting the INT saving throw. This feature automatically succeeds against creatures with less than 6 INT.
Dehabilitate
Starting at 17th level, your underhanded tactics have reached their cruel, cruel peak.
When using Foul Play, instead of attempting to inflict a single effect, you may now choose multiple effects to attempt to inflict upon the foe. When using multiple Foul Play techniques, all techniques share the same cost of Sneak Attack damage, at a maximum of three.
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