Rogue
Base Class: Rogue

Warriors and fighters train for years to hone their technique to efficiently eliminate opponents. For you, a couple of months in the street of the Cold Bottom sufficed. There is no finesse in your fighting style, no style or embellishment, but your blade is as effective as one of the mightiest of the champions. Sometimes, even more effective.

Every battle is a fight for survival: the urban environment becomes your friend, and every tool, device, or instrument is a valid weapon. Fear for your dear life is the first sensation you have when the blades shine, at least until the surge of the battle kicks in, and after that, there’s only crimson blood before your eyes.

Street Brawler

You get accustomed to the weight and balance of tools and implements found around, and you can use it like an actual weapon. You are proficient with improvised weapons and you can hold them in your hand and use it efficiently, inflicting 1d4 damage of the type more fitting the used weapon.

Resourceful Expertise

After trying dozens of different improvised weapons, one of them stuck with your fighting style the better. You can make an attack using your improvised weapon of choice, and the target will suffer an additional effect. Choose one of the following improvised weapons.
Save DC = 8 + proficiency bonus + your Dexterity modifier
Chisel

Chunks of leather and metal fly under the heavy blows: if the target is wearing an armor, it has to succeed in a Dexterity saving throw, or take -5 penalty to its armor class, to a minimum of 8. This ability is usable only once per target. This weapon inflicts piercing damage.

Crowbar

The crowbar connects with the target’s head: the target has to succeed a Constitution saving throw or be stunned until the start of its next turn. This weapon inflicts bludgeoning damage.

Hacksaw

The serrated blade flies in an ample arc: if you hit the target, you can choose another creature 5 feet from him. The new target has to succeed a Dexterity saving throw or suffer the same amount of damage. This weapon inflicts slicing damage.

Ice Pick

The pick penetrates deeply into the flesh: the target has to succeed in a Constitution saving throw, or suffer 2d6 damage the next time it moves or it will be moved.

Pipe

You swing the metal pipe to the knees: the target has to succeed a Strength saving throw, or its speed is halved, it can’t use reaction, and during its turn, it can use either action or a bonus action, not both. The effects end at the end of its next turn. This weapon inflicts bludgeoning damage.

Shiv

The rough blade opens gushing wounds: the target has to succeed in a Constitution saving throw, or suffer 2d6 extra piercing damage the next time is attacked. The bonus damage activates only once. This weapon inflicts slicing damage.

Additional Resourceful Expertise

At 9th level, you gain an additional Resourceful Expertise of your choice.

Blood Rush

Starting at 9th level, you can transform the fear for your life, into a surge of carnage: as a bonus action, you can activate Blood Rush, gaining the following effects:

  • You have advantage on attack rolls.
  • You gain a +2 on attack damage.
  • You have advantage on Dexterity checks and Dexterity saving throws.
  • Attack rolls against you have advantage.

The Blood Rush lasts for 1 minute. It ends if you are knocked unconscious. You can end your Blood Rush on your turn as a bonus action. When your Blood Rush ends, you suffer one level of exhaustion.

You may activate Blood Rush only once, and you must finish a short rest before you can activate Blood Rush again.

Additional Resourceful Expertise

At 13th level, you gain an additional Resourceful Expertise of your choice.

Keen to the Blade

Beginning at 13th level, you can feel the danger rising in the air, and your reaction time improves significantly. You gain advantage on your initiative roll, and you can choose to activate Blood Rush as a free action during your turn. If you do so, you gain double speed and advantage on attack rolls during your first turn.

Beat to a Pulp

Sometimes, violence is not an option, it’s a necessity: if you are under the effects of Blood Rush, after you hit a target you can choose to increase your Sneak Attack damage by 5d6. If the target is killed by your Sneak Attack, you keep pummelling the corpse: every enemy in a range of 15 feet from you has to succeed in a Wisdom saving throw or be stunned for 1 minute for the sheer terror.

The stunned creatures must make a Wisdom saving throw at the end of their turn. On a successful save, the stunning effect ends.

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