Rogue
Base Class: Rogue

Enforcers are brutish individuals who work as mercenaries or thugs that enforce debts and contracts from criminal organizations. Some cities also use them to keep the peace with a stick. While many rogues focus on sneaking and skullduggery, you take a more direct approach. Your raw efficiency dispels all accusations of barbarism. A enforcer takes control of their opponent, and dispatches them mercilessly.

Tools of the trade.

At 3rd level, you become proficient with medium armor, two one handed martial weapons and, improvised weapons. These weapons and any other class feature weapons become usable with your sneak attack as long as they are not heavy.
.

Master of Intimidation.

Also at 3rd level, you can intimidate people with a single gaze, a few words or even a simple gesture. As a bonus action, you can intimidate a creature that you can see and that can see you within 30 feet. They must make a Wisdom saving throw against a DC equal to 8 + your proficiency modifier + your Strength modifier. On a failure, they are frightened of you until the end of your next turn. On a success, they are immune to this feature for the next 24 hours. Additionally, when you make an Intimidation (Charisma) check, you can use your Strength modifier instead.

Manhandle

Starting at 9th level When you hit a creature with a sneak attack that inflicts bludgeoning damage, they must make a Constitution saving throw against a DC equal to 8 + your proficiency modifier + your Strength modifier. On a failure, they are stunned until the end of their next turn. Additionally if the creature was frightened of you, you may choose to use your bonus action to grapple or shove the creature up to 10 feet in any direction.

ConProof

At 13th level, you’ve seen it all. No lies can get past you. When you make an Insight check to detect falsehood, a Perception check to look for an hidden creature or an Investigation check to see through a possible illusion, you can add +5 to the roll. Additionally you have advantage on saves against Illusion and Enchantment spells.

Scare Tactics

At 17th level, No creature is immune to being frightened by you.  When you hit a creature frightened of you with a sneak attack, you can have it take maximum damage. If you do, its frightened condition’s duration is extended by 1 minute and it can’t make saving throws to end the effect.

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2019 5:08:59 PM
18
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes