Rogue
Base Class: Rogue

“I’m not even touching ‘em, ya see?” - Drunken goblin before getting his hands hacked off by a Deluuktum bodyguard.

 

While most rogues are known for their cunning and stealth, Ruffians are brash, rude, and downright unfair in a fight. Although ruffians may not sneak around and stab people in the back, ruffians are in no short supply of tricky and cunning techniques, like punching you in the groin or spitting in your eyes.

 

Ruffians are often bodyguards, bouncers, and brawny pirates, usually finding hard work that normal commoners are too soft to do. A ruffian will relate with barbarians for their barbarity and fighters for their combat prowess.

The Right Tools

Starting at 3rd level, you gain proficiency with martial weapons, medium armor, and shields. Also at this level, you can use weapons without the finesse or ranged properties for your Sneak Attack feature. 

Fight Dirty

 

When you choose this archetype at level 3, you gain access to Fight Dirty as well as Dirty Techniques that exchange your Sneak Attack dice for different effects.

Techniques. You learn a number of techniques equal to 1 + your proficiency bonus. You gain new techniques when right when you level up and are able to change one learned technique for a different one when you level up. You must meet the requirements for the technique in order to learn it.

Techniques also all have a cost associated with them. The cost is measured in d6's as you exchange your Sneak Attack dice to use them. When you land a Sneak Attack, before you roll the Sneak Attack damage, you can choose a technique. You then roll damage for the remaining Sneak Attack dice, and finally resolve any saves or extra effects that come with the chosen technique. 

Saving Throws. Some of your techniques require a saving throw to try and avoid the effects of your techniques. You calculate the DC for this saving throw with the following: 

Technique saving DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Cheap Shot - 2d6

You attempt to debilitate a creature by hitting it in a sensitive area, forcing it to succeed a Constitution saving throw. On a failure the creature's movement is by 10 until the start of your next turn. If it fails with a 5 or less, the creature is instead knocked prone. 

During this time, the target cannot use the Dash, Dodge, Help, Search, Ready or Use an Object action, nor can it take reactions. 

Cleaved Strike - Half your Sneak Attack Dice

You make two melee attacks this turn at two different creatures within range. You deal sneak attack damage to both creatures as long as you are eligible for sneak attack against at least one of the creatures.

If you are able to Cruel Combo, you must choose which attack to apply it to, and you must always use this first.

As a note this technique costs half of your sneak attack dice rounded down. 

Dismember - 5d6

When attacking a creature with a melee attack, you may choose one of the following limbs to strike, each having a certain effect. If you roll 10 above their AC, you add additional effects (Both effects are applied if possible). You cannot choose a body part the target does not have (beholder’s legs for example)

 

Body Part

Normal Effect

10 above AC

Leg

Reduce movement speed by 10 feet until the start of your next turn and the target falls Prone.

Loses the leg, movement speed is reduced by half permanently and falls Prone.

Wings

Halves fly speed until the end of your next turn, minimum of 5 feet.

Loses the wings, fly speed is reduced to zero and cannot be increased.

Arm

Drops one held item. You may choose to throw the item up to 10 feet away as a part of this attack.

Loses the arm and any items held in it. You may choose to throw the arm and/or held item up to 30 feet away as a part of this attack.

Head

Blind or Deafen the target until the start of your next turn on a failed Constitution saving throw

Takes an additional 10d6 damage, removing the head entirely if reduced to zero hit points this way.

Dragging Charge - 2d6

You run at an enemy and push with all of your force. When you move at least 10 feet in a straight line towards an enemy and attack them with a melee weapon, you can force them to make a Strength Saving Throw. On a failure, you may move the rest of your movement speed in a straight line, dragging the creature you hit with you. When you end your movement, you can choose to knock them Prone or push them up to 15 feet away in a straight line.

Eye Gouge - 4d6

You attempt to gouge out the eyes of a target creature. They must make a Strength saving throw, or their eyes became torn with pain. On a failed save, the creature is blinded for 1 minute. On a failure roll of 5 or less, the creature loses one eye completely.

Head Crack - 2d6

You strike a creature over the head to disorient and deafen them. After attacking a creature that has a discernable head or skull with a melee weapon, they must make a Constitution saving throw or are Deafened for 1 minute. If the creature fails the saving throw with a 5 or less, they are instead stunned. While Deafened this way, you have advantage on attack rolls against the creature.

Horrific Display - 3d6

You brutalize a creature in such a horrible manner that it strikes fear into others. If this melee attack reduces a creature to zero hit points, all creatures that can see you and the creature must make a Wisdom saving throw or be Frightened, remaking the save at the end of their turn if they do not have line of sight with you.

Leg Sweep - 1d6

You swing your weapon at your opponent’s legs to knock them over. After you attack a creature with a melee weapon, they must make a Dexterity saving throw or be knocked Prone. If they fail the saving throw by 5 or more, they cannot take reactions until the start of their next turn, due to the disorientation.

Outrageous Taunt - 3d6

You attempt to draw a creature's ire by infuriating it with a lewd act (i.e spitting on it), insult, or other method of taunting forcing it to make a Wisdom saving throw. On a failed save, the creature has disadvantage on its attack rolls against creatures other than you until the start of your next turn. 

Pinning - 1d6

You strike a creature and keep them in place with the weapon. After attacking a creature with a melee weapon, they must make a Strength saving throw or are knocked Prone and become Grappled by you. The grapple is done by the weapon, so dropping the weapon ends the grapple. In addition, you cannot drag the creature with you as normal, and future attacks must be made at this creature or the grapple ends.

Pocket Sand - 2d6

Before you make a melee attack, you toss a fistful of dust or other particles into your target’s eyes. The target must make a Constitution saving throw or are Blinded until the start of their next turn.

Rip to Shreds - 1d6

You attempt to shred your opponent’s armor to shreds. After you attack a creature with a melee weapon, they must make a Dexterity saving throw or their AC is reduced by 1d6 until the end of your next turn.

Throat Chop - 1d6

You attempt to crush the windpipe of a creature, forcing it to make a Constitution saving throw. On a failed save the target's next saving throw to maintain concentration is made with disadvantage and they can only talk falteringly. If they fail the save with a 5 or less they become unable to speak until the start of your next turn completely.

Cruel Combo

Starting at the 9th level, you can use up to two Dirty Fighting Techniques each turn. When you do, you must spend sneak attack dice for both. You may apply them in the order of your choice, unless otherwise specified.

In addition, your techniques sunder your enemies' defenses. After you use a Dirty Fighting Technique on an enemy, reduce their AC by 2 until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.

Mordhau

At 13th level, you can swiftly change your hold on your weapon to trick opponents, giving you an edge against them. As a bonus action, you gain advantage on your next melee attack roll on this turn. When you land a hit and use your Sneak Attack feature for the Mordhau attack roll, you can add a number of d6's equal to your proficiency bonus to the attack.

You can use this feature 2 times per long rest, at 17th level you are able to use this 3 times. 

Unbridled Brutality

At 17th level, choose two Dirty Fighting Techniques that are 5th level or lower. You may use these options without spending any Sneak Attack dice. If you use both together with Cruel Combo, you do not have to spend any Sneak Attack Dice, nor do they count to the 2 technique limit on Cruel Combo. 

You may swap the chosen techniques after a short rest.

Previous Versions

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