Rogue
Base Class: Rogue

There is no blow too low, nor any trick too dastardly. 

Dirty Fighting

Starting at 3rd level, you learn Tricks to help you and your allies gain the upper hand in many situations. 

Tricks. You learn two Tricks of your choice, which are detailed under "Tricks" below. You can use your Tricks a number of times equal to your INT modifier + your proficiency bonus, regaining all uses after finishing a long rest.

You learn two additional Tricks of your choice at 5th, 9th, 13th, and 17th level. Each time you gain a Rogue level, you can swap out a Trick you know with a different one.

Saving Throws. Some of your Tricks require your target to make a saving throw to resist the Trick’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice).

What's That?!

When you choose this archetype at 3rd level, you learn one of the oldest tricks in the book. As a bonus action, you distract a foe within 30 ft of you by pointing over their shoulder, allowing you to land a Sneak Attack against them until the start of their next turn. Once a creature has been affected by What's That?! they cannot be affected again until the next day.

Additionally, you can use What's That?! to allow your allies to move past a creature undetected, giving the affected creature disadvantage on wisdom checks to detect the party.

Tricks

Tricks are presented in alphabetical order.

Back Off!

Whether you're pulling hair or a shoulder charge, when you strike a foe with a Sneak Attack, you can use a Trick to forcefully move a creature 5 ft horizontally.

Cheap Shot!

Whether you box their ears or slug them in the gut, when you strike a foe with a Sneak Attack, you can use a Trick to give the creature disadvantage on its next ability check, attack roll, or saving throw.

Don't Hurt Me!

Whether you wave the white flag or flinch in faux-pain, as a bonus action, you feign surrender and cause your foe to drop their guard. The next attack roll made against the creature is made with advantage and deals additional damage equal to your INT modifier.

Drop It!

Whether through a strike to the hand or a stab in the side, when you land a Sneak Attack on a creature, they must make a STR saving throw or drop one item of your choice that its holding. If an item is dropped, you can kick it 10 ft away as part of the action.

Go For The Eyes!

Whether through a fistful of sand and grit or a poke in the eyes, as an action, you force a creature to make a CON saving throw or be rendered blinded until the end of their next turn and they cannot make opportunity attacks against you. If the creature succeeds on their save, you can still move away from them without invoking an opportunity attack.

Gotta Love Me!

Whether through charm and a wink or alchemical perfume, as an action, you force a creature within 10 ft of you to make a WIS saving throw or be charmed until the end of their next turn. Additionally, attack rolls made against you while you are within 5 ft of the charmed creature are made at disadvantage, as they attempt to protect you.

Hit-and-Run!

Whether it's a skillful flourish or a kick in the shins, when you use your Cunning Action to disengage from an enemy, you can make a special unarmed attack as part of the bonus action. This attack deals 1d4 + DEX damage.

Low Blow!

Whether it's a sword strike to the thigh or a kick to the groin, when you land a sneak attack, you can force the creature to make a STR saving throw or be knocked prone.

Scram!

Whether it's a smoke bomb or a simple shout, as an action, you create a distraction allowing you and your allies to flee. You benefit from the disengage action and all allies within 10 ft of you can use their reactions to move up to half their speed without invoking attacks of opportunity.

Improved What's That?!

By 9th level, your trickery knows no bounds, extending the benefits even to your allies. When you use What's That?! on a creature in melee with an ally, that ally can use their reaction to make a single melee weapon attack against the creature.

What The *%#$ Is That?!

When you reach 13th level, your conniving tricks baffle even the bravest of foes. Once per short rest, when you use What's That?! you can cause the affected creature to make a WIS saving throw or be frightened of a point you choose until the end of their next turn. 

Every Trick In The Book

When you roll initiative and have no uses of Dirty Fighting remaining, you regain 2 uses.

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