Base Class: Rogue
Thuggish criminals that have honed they're martial prowess and intimidation tactics to get the better of their adversaries. They work as hired muscle to protect thieves guilds or shakedown chumps for overdue payment. Cruel and greedy, it's advised that you steer clear of enforcers.
Tools of the Trade
Starting at 3rd level you gain proficiency in medium armor, shields, and three martial weapons of your choice. You also gain the (Intimidation) and (Athletics) skills.
In addition you can use sneak attack with any weapon your proficient with that doesn't have the heavy or two-handed property.
Dirty Tactics
When you choose this archetype at 3rd level, When you perform the attack action you can use one of the three tactics shown below. The DC for these tactics are 8 + your proficiency bonus + your strength or dexterity.
Disarming Strike
You can attempt knock a weapon out of the hands of a creature you attacked within range. the creature must make a strength save against your tactics DC or have its weapon knock 10 feet away from them (You choose the direction) or you can steal the weapon if you have a free hand. you can only use this on large or smaller creatures.
Power Throw
You can throw a creature 10 feet in any direction you choose after your attack. The creature makes a strength save to resist. If the creature you throw hits a wall or an object the creature takes bludgeoning damage equal to 1d6 + your strength modifier. You can only throw creatures that are sizes Large or smaller.
Violent Takedown
You can grab or trip a large creature or smaller after your attack to throw them to the ground knocking them prone. You can then make one weapon attack as a bonus action against the prone creature. They make a strength or dexterity save to not be knocked prone.
Death Threat
At 9th level, As an action you can threaten creatures that can see or hear you within 30 feet of you and attempt to intimidate them. Each creature must make a wisdom saving throw against your tactics DC or become frightened of you until the end of your next turn. Additionally your attacks have advantage on any creature frightened by you.
You can use this feature 3 times per long rest.
Brute Advantage
Starting at 13th level, If you have advantage on a weapon attack you can make an extra attack against the same target. You can only use this feature once per round.
In addition you don't take disadvantage on stealth checks from wearing armor.
Deadly Reflexes
When you reach 17th level, your reflexes are legendary in and out of combat and you dare anyone to test them.
As a part of Uncanny Dodge you can strike out at your attacker with your weapon and undercut their assault. If your attack does damage to the creature attacking you as part of this special reaction, it has disadvantage on attacks against you for the rest of its turn.
You can use this feature even if you are surprised.
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