Base Class: Rogue
A street brawler that values winning and survival above all else or a guileful spy behind enemy lines that must use commonplace objects to defend themselves. The Thug is a capable wrestler and expert in using improvised weapons.
Level 3: Brawler
You are an expert at using your body for fighting, you gain the following benefits:
Improved Unarmed Strikes. You can use Dexterity instead of Strength for your Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
When you hit with an Unarmed Strike, you can use your Sneak Attack without a finesse or ranged weapon. You must follow the other rules for Sneak Attack.
Grappling Expert. When you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC. If you do, double your Proficiency Bonus when determining the save DC.
Level 3: Weapon Scavenger
You are capable of using mundane objects as deadly weapons.
Improvised Weapon User. You are proficient with Improvised Weapons. When you hit with an improvised weapon and deal damage, you can roll a d6 and add your Ability modifier instead of the normal damage for that weapon. Improvised Weapons have the finesse property when you wield them.
Makeshift Weapons. You can use a bonus action to convert a Small or Tiny Object you’re holding into a special kind of Improvised Weapons, called your makeshift weapon. When you convert an object into a makeshift weapon, choose a melee weapon with which you are proficient. The makeshift weapon gains the properties and damage die of the chosen weapon while you wield it. If you can use the weapon mastery property of the chosen weapon, you can do so for the makeshift weapon as well. An Object ceases to be a makeshift weapon when you complete a Long Rest or convert another object into your makeshift weapon. You can convert a number of objects equal to your Proficiency Bonus. You regain all uses when you complete a Long Rest.
When you deal Sneak Attack damage to a creature with your makeshift weapon, you can choose to add your Rogue level to the attack's damage. The object then ceases to be a makeshift weapon.
Level 9: Cunning Cruelty
You can inflict harm in surprising ways. When you deal Sneak Attack damage, you can choose to change its damage to one of the following types: Acid, Fire, or Poison.
Level 9: Menacing Strike
You gain the following Cunning Strike option:
Menacing Strike (Cost: 1d6): The target has Disadvantage on attacks against you until the end of its next turn.
Level 13: Meat Shields
You can use the bodies of immobilized creatures to defend yourself.
Living Cover. You have Half Cover as long as you’re within 5 feet of a Hostile creature with the Grappled or Restrained condition.
Redirect Damage. Once per turn, when you use your Uncanny Dodge or Evasion features to reduce damage, you can deal damage equal to half your rogue level (rounded up) to a creature with Grappled or Restrained condition that is within 5 feet of you. The damage is of the same type as the triggering damage.
Level 17: Master of Improvisation
When you deal Sneak Attack damage using an Unarmed Strike or an attack made using an Improvised Weapons you can reduce the cost of Cunning Strike options for that attack by 2d6.
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