Base Class: Rogue
You've spent some time in jail and now you're out. It took all your cunning and sly nimbleness on the inside to survive and that will serve you well on the outside. You know how to fight like your life depends on it, because it often does.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Dirty Fighting
Starting at 13th level, you know all the tricks to gain the upper hand in a fight. You now bring the dirty fighting of the streets into your repertoire. You learn Dirty Tricks, fueled by Ruffian's Dice. Additional pertinent information is detailed below.
- Dirty Tricks. You learn three Tricks of your choice, which are detailed below. Many Tricks enhance an attack in some way. You can use only one Trick per attack. You learn two additional Tricks of your choice at 6th, 10th, and 14th level. Each time you learn new Tricks, you can also replace one Trick you know with a different one.
- Ruffian's Dice. You have four Ruffian's dice, which are d10s. A Ruffian's die is expended when you use it. You regain all of your expended Ruffian's dice when you finish a short or long rest. You gain another Ruffian's die at 6th level and one more at 14th level.
- 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 equal to 8 + your proficiency bonus + your Dexterity modifier.
RICKS
Clap Ears
When you hit a creature with a weapon attack, you can expend one Ruffian's die to smack the target's ears. You add the Ruffian's die to the attack’s damage roll, and the target must make a Dexterity saving throw against your Dirty Tricks save DC. On a failed save, the target is deafened until the end of your next turn.
Disarm
When you hit a creature with a weapon attack, you can expend one Ruffian's die to attempt to slap an item (of your choice) out of the target's hand. You add the Ruffian's die to the attack’s damage roll, and the target must make a Strength saving throw against your Dirty Tricks save DC. On a failed save, it drops the object you choose. The object lands at its feet.
Double Team
When you hit a creature with a weapon attack, you can expend one Ruffian's die to hold the target's attention, giving your allies an opening. You add the Ruffian's die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Fly-by
When you use your Cunning Action to take the Dash action on your turn, you can expend one Ruffian's die to make a quick strike against a creature as you pass. You make one melee attack against a target, and increase your reach for that attack by 5 feet. If you hit, you add the Ruffian's die to the attack’s damage roll.
Get the Jump
When you roll for initiative, you may expend one Ruffian's die and add it to your roll, provided you aren't incapacitated. If you are out of initiative, you may instead add this roll to a stealth check you make.
Headlock
Immediately after you hit a creature with a melee attack on your turn, you can expend one Ruffian's die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the Ruffian's die to your athletics check.
Kidney Punch
When you hit a creature with a unarmed attack, you can expend one Ruffian's die and a bonus action to punch the target a second time in the side. If the bonus action unarmed attack hits, you add the Ruffian's die to the attack’s damage roll, and the target must make a Constitution saving throw against your Dirty Tricks save DC. On a failed save, the target is stunned until the end of its next turn.
Kneecap
When you hit a creature with a weapon attack, you can expend one Ruffian's die to strike into the weak part of the creature's knee. You add the Ruffian's die to the attack's damage roll, and the target must make a Strength saving throw against your Dirty Tricks save DC. On a failed save, the creature's movement speed is reduced to 5 feet until then end of your next turn.
Living Shield
When a creature attempts to make an attack against you, you may use your reaction and expend one Ruffian's die to switch places with another target, provided you spend at least 5 feet of movement and the target is within 5 feet of you. If you make the switch this way, the attack hits the target instead of you. If the target is unwilling, it must make a Dexterity saving throw against your Dirty Tricks save DC. On a success, the target remains in place.
Low Blow
When you hit a creature with a weapon attack, you can expend one Ruffian's die to kick the target in a sensitive area below the belt. You add the Ruffian's die to the attack’s damage roll, and the target must make a Constitution saving throw against your Dirty Tricks save DC. On a failed save, the target loses 1d4 points to their Armor Class until the end of your next turn.
Play Dead
When you use your Cunning Action to take the Hide action, you may expend one Ruffian's die to instead pretend to be dead. Any creature that observes you must make an insight check against a deception check made by you, otherwise they believe you to be deceased. You add the roll of the Ruffian's die to your deception check total.
Pocket Sand
When you hit a creature with a weapon attack, you can expend one Ruffian's die to throw a handful of sand into the creature's eyes. You add the Ruffian's die to the attack’s damage roll, and the target must make a Constitution saving throw against your Dirty Tricks save DC. On a failed save, the creature is blinded until the end of your next turn.
Salt the Wound
When you hit a creature with a weapon attack, you can expend one Ruffian's die to add extra hurt to the hit -- Putting salt in the wound, twisting the knife, etc. You add the Ruffian's die to the attack’s damage roll, and the target must make a Wisdom saving throw against your Dirty Tricks save DC. On a failed save, at the start of their next turn, the target takes psychic damage equal to a roll of the Ruffian's die.
Scare Tactics
When you hit a creature with a weapon attack, you can expend one Ruffian's die to startle the target. You add the Ruffian's die to the attack’s damage roll, and the target must make a Wisdom saving throw against your Dirty Tricks save DC. On a failed save, the creature is frightened of you until the end of your next turn.
Smash
When you hit a creature with a weapon attack using an improvised weapon, you can expend one Ruffian's die to break the improvised weapon over the target. You add the Ruffian's die to the attack’s damage roll, and the target must make a Strength saving throw against your Dirty Tricks save DC. On a failed save, the target is knocked 10 feet away and falls prone. This causes the improvised weapon to break and become unusable.
Spit
When a creature attempts to make an attack against an ally, if you are within 5 feet of the creature, you may use your reaction and expend one Ruffian's die to spit in the target's face. You lower the creature's attack roll by the roll of the Ruffian's die, potentially causing the attack to miss.
Sucker Punch
When a creature attempts to make a melee attack against you, you may use your reaction and expend one Ruffian's die to get in a quick hit against the creature. You add the Ruffian's die to the attack’s damage roll, and you lower the creature's attack roll by the same roll of the Ruffian's die, potentially causing the attack to miss.
Taunt
When you hit a creature with a weapon attack, you can expend one Ruffian's die to jeer at the target and insult their mother. You add the Ruffian's die to the attack’s damage roll, and the target must make a Wisdom saving throw against your Dirty Tricks save DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Throat Punch
When you hit a creature with a weapon attack, you can expend one Ruffian's die to hit the target in the throat. You add the Ruffian's die to the attack’s damage roll, and the target must make a Dexterity saving throw against your Dirty Tricks save DC. On a failed save, the target is rendered mute, unable to make any sound until the end of your next turn
Time Out
When you use your Cunning Action to take the Disengage action, you can expend one Ruffian's die to take a moment to catch your breath. You may restore hit points equal to a roll of the Ruffian's die plus your Constitution modifier.
Thief’s Reflexes
You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.
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