Rogue
Base Class: Rogue

Often the word Rogue is used to describe one who will use underhanded techniques, stealth, and guile in order to get what they want. However, this leaves out the other side of the Rouge coin; those who walk their own path, do things their own way. The Menace does things their own way, with their own fist. No cheap tricks, no deception, and no sneaking around. 

Menacing Charge

Starting at 3rd level, you learn to use your own Menace style of fighting. Your sneak attack can now be used on unarmed attacks, and your unarmed damage die is a 1d4. You also gain a new bonus action: Steady Charge. You move up to half your movement speed in a straight line. Your next unarmed attack this turn is made at advantage and knocks the target airborne a small distance (is considered forced movement, 5ft backwards. Height gained is negligible) causing them to fall prone.

Stubborn Survivor

When you choose this archetype at 3rd level, you learn the ability to actively block, focusing on your guard. While wearing normal clothing or light armor, you may add your strength modifier to your armor class, instead of dexterity. If you have movement remaining at the end of your turn, you enter a "Ready" stance. In any other scenario (havent taken a turn yet, used all movement, ect.) you are not in that stance. While in the ready stance, you gain a bonus to your armor class against attacks you can see equal to your strength Modifier. In addition, you learn the reaction "Punish". When you are in your ready stance and an enemy misses you with an attack roll, you may make an unarmed strike against them as a reaction.

Air Combo

At 9th level, you learn to strike when the enemy can't defend themself: in the air. When you knock an enemy into the air with your menacing charge, you may expend movement to get within 5ft of them and make another unarmed strike against them, also using the menacing charge's benefits and effects (including the knock back effect, potentially triggering this again). You can make a total amount of strikes equal to your proficiency bonus this way (assuming they all hit and apply the effect). In addition, whenever your unarmed strikes would cause an enemy to be subjected to forced movement, they take bonus bludgeoning damage equal to the amount of feet moved.

Heat

Starting at 13th level, you learn to harness the heat and excitement for battle. You gain a heat meter, with total charges equal to your rouge level that you can only spend in combat, and recharge on a short rest. Whenever you hit with an attack that does not include sneak attack damage, you may expend a number of heat charges to add on your sneak attack die, equal to the amount of sneak attack dice you roll (so a sneak attack of 8d6 requires 8 charges). You may also expend these charges when you would be hit by an attack in your ready stance, reducing the damage you take by the amount rolled by an amount equal to your sneak attack die. 

Electric Menace God Fist

Starting at 17th level, your initial strike is a deadly electrical fist of pure menacing power. When you make an attack that includes your sneak attack dice, you can make it's damage lightning damage. If you do, all attacks you take this turn may add your sneak attack die, as long as they are unarmed and meet the conditions of a sneak attack. However, if you miss an attack you whiff. If whiffed, you lose your ready stance, have disadvantage on saving throws, and attack rolls against you have advantage. Finally, when you deal lightning damage with an unarmed attack, that creature can't take reactions until the end of your next turn.

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