Base Class: Rogue
Other Rogues are enticed to make their enemies suffer, such as Cripplers. Cripplers give you an edge in one-on-one combat using martial arts and playing dirty with improvised weapons.
Unarmed Surprise
You gain the following benefits:
Fast Unarmed Strike. You can now use Dexterity instead of Strength for attack rolls of your Unarmed Strikes. Your Unarmed Strike damage die is a D8. You can also now attack using an unarmed strike as a bonus action.
Acrobatics. As a reaction you can take the dodge action. And you gain proficiency in Acrobatics.
Improvised Fight
You gain the following benefits:
Improvised Weapons. You have proficiency with Improvised Weapons and have a free weapon mastery property on all improvised weapons which is Vex, as well as your Improvised Weapons now count as Simple Melee Weapons. You also use your Dexterity instead of your Strength on your Improvised Weapon Attacks. You can also now attack with Improvised Weapons using your reaction or bonus action.
Constant Change. You can change your fighting style every 3 rounds in combat. The fighting styles you can change between are: Defense, Dueling, Interception, and Blind Fighting.
Pocket Sand. You now get the Obscure feature of Rogue from level 14 at level 3 and it costs 1d6 instead of 3d6.
Crippling Strikes
You gain the following Cunning Strike options.
Hard Read (Cost: 3d6). The target must succeed on a wisdom save or get triple disadvantage on their next turn.
Freeze (Cost: 2d6). The target must make a constitution saving throw and succeed or they get 2 levels of exhaustion. This cannot kill the target.
Bottle of Electricity (Cost: 2d6). The target must make a dexterity save or get paralyzed. This can be thrown to any creature within 15 ft.
Upgraded Effects. The Trip cunning strike now deals 1d4 bludgeoning damage whether it succeeds or fails, the Withdraw cunning strike now gives half-cover when you use all the given movement speed, and the Obscure cunning strike now deals 1d4 bludgeoning damage whether it succeeds or fails.
Greater Brawl
You gain the following benefits:
Greater Unarmed Strikes. Your Unarmed Strike damage die is now a D12. You also now have proficiency in Unarmed Strikes.
Greater Improvised Weapons. Your Improvised Weapons damage die is now a D10.
Superior Crippling Strikes. Your Hard Read cunning strike now deals 2d4 Psychic damage whether it succeeds or fails, the Freeze cunning strike now deals 2d8 Cold damage on a failed save, and Bottle of Electricity can now be thrown for 30 ft and on a failed save (of the creature it was thrown at) all enemy creatures within 5 ft now take 1d4 Thunder damage including the targeted creature.
Maneuverer
You get 3 maneuvers from Battle Masters Maneuvers Table. You get 5 superiority dice which are D8's and all of them recharge on a short or long rest. You can also switch the maneuvers with different ones every long rest. Also all Strength Saving throws on the maneuvers table are now Dexterity Saving throws and the DC's are now the same as your Cunning Strike DC.
Comments