Rogue
Base Class: Rogue

Fingers too big for finer tasks of lockpicking, disarming traps, or pickpocketing? Shoulders too wide and feet too heavy for sneaking? Well, fear not! Become a Henchman today! Earn money while bonking with a big stick, all while fulfilling the goals of someone much smarter than you.

3rd Level - Thick Skin

Due to your life on the streets, your skin is a bit thicker than most. You take one less damage from all hits.

3rd Level - Brawn Over Brains

You're not the sharpest tool in the wardrobe. You have -1 to your Intelligence, Wisdom, and Charisma. You have +1 to your Strength, Dexterity, and Constitution.

3rd Level - Blunt Solution

You gain proficiency with clubs and greatclubs.

You can Sneak Attack with unarmed attacks, clubs and greatclubs.

9th Level - Cheap Shot

If you don't have disadvantage, you may make an unarmed kick attack as a reaction. This attack cannot trigger Sneak Attack. If it hits, the target must make a Constitution save equal to your level plus your Strength Modifier. On a failure, they become stunned until the start of their next turn.

9th Level - Fightin' Dirty

You've learned to win by any means necessary, and seem to always have exactly what you need in your pockets.

You can have any two of these items prepared at one time, and they can only be used once. They can be replenished or changed out during a short or long rest.

  • Pocket Sand: As a bonus action, you throw a handful of sand at a creature's eyes within 10 feet. If this attack hits, it deals 1 damage and blinds the target for one minute or until they spend an action to clear their eyes. No effect on creatures immune to blinding.
  • A Big Rock: As a bonus action, throw a big rock at a creature within 15 feet. On a hit, deal 1d4 blunt damage. This attack can apply Sneak Attack.
  • Homemade Shiv: When you make an unarmed attack and activate Sneak Attack, you can add this shiv into the mix. For this attack, your Sneak Attack Dice become d8s.
  • Fake Coin: Toss a fake coin up to 10 feet. Humanoid enemies within 15 feet of the coin must pass a DC15 Wisdom save or become dazzled until their next turn.
  • Lucky Charm: A simple, poorly made, homemade charm. As a bonus action, gain advantage on your next attack or skill check this round.
  • Something Rotten: As a bonus action, pull a piece of moldy old food or a small dead animal from your pocket and hurl it at a enemy within 15 feet. If it hits, they gain disadvantage on saving throws until the start of their next turn.
  • Flimsy Lockpick: Use when attempting to pick a non-magical lock. Instead of rolling for the skill check, treat it as though you rolled an 11.
  • A Really Big Hat: Use when making a deception or stealth check. Instead of rolling for the skill check, treat it as though you rolled an 11.
  • Piece of Candy: Use when making a persuasion check. Instead of rolling for the skill check, treat it as though you rolled an 11. Alternatively, can be eaten as a bonus action to recover 1d4 Hit Points.

13th Level - Hidden Pockets

You may prepare a third item from the Fightin' Dirty trait. Each prepared item can be used an additional time before needing to be replenished.

17th Level - Brutality

When dealing Sneak Attack damage with an unarmed attack or an attack made with a club or greatclub, the Sneak Attack dice become d8s.

When rolling for Sneak Attack damage, all 1s and 2s now count as 3s.

Previous Versions

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