Base Class: Rogue
From mugging someone in an alleyway to ambushing traveling merchants, a Bandit forgoes some of the the talents of espionage and stealth in favor of extreme combat supremacy. Capitalizing on their particular skill set, rogues that take this archtype can deftly weave through any fight or business deal and apply their own particular brand of brute efficiency to get the job done. Not averse to using surprise and deceit to get their way, any successful Bandit will have you looking one way while in the other they're getting what they want, be it taking the money from your pocket or putting a knife in your back.
Roughhouser
Staring at 3rd level, you are no stranger to getting into a scrap and have grown accustomed to it. Having the restrained condition doesn't impose disadvantage on your attack rolls.
Harsh Living
When you choose this archetype at 3rd level, you gain proficiency in the Survival skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Additionally, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.
Thick and Thin
Starting at 9th level, you have become hardened towards what might cause others to falter in a fight. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Withdraw
At 13th level, as an action, you drop any thought of offense and start to book it out of the fight. For 10 minutes, you gain the following benefits:
- You gain a +2 bonus to your AC and any attack roll against you has disadvantage.
- Your speed increases by 10 feet and you ignore the effects of difficult terrain.
- You are unaffected by spells and effects made by hostile creatures that require your sight or hearing (i.e. the Suggestion spell or the Umber Hulk's Confusing Gaze trait doesn't work on you while Withdraw is active).
You are unable to make an attack, cast a spell, or deal damage on hostile creatures for the duration. If you are concentrating on a spell or effect that affects hostile creatures, you drop the concentration on activation. You can end the effect early on your turn as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Vile Blow
When you reach 17th level, the cutthroat life has altered your capabilities all the more lethal albeit clunky in critical moments. After using your Uncanny Dodge feature, you can make an attack against the attacker if they are in your range, as part of the same reaction.
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