Rogue
Base Class: Rogue

You were always good with your hands, could pick locks and snatch a coin purse when needed, but your size and quick temper didn't fit the lifestyle of lurking in shadows. As a result you made your coin not from heists but from the underground fight pits. Bare knuckle boxing and tavern brawls are where you saw your opportunities. You fight hard, fast and dirtier than anyone in their right mind would. A good night for you looks like getting drunk at a tavern, glassing the first person who looks at you funny and taking his coin purse while he's unconscious bleeding out.

A thug specializes in brute strength, cunning and intimidation. The only tools you carry are some lock picks, and your only weapons are your fists.

Leathered Skin

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Use of a shield nullifies the effect (wimp...)

Who needs knives when I've got these weapons...

When you choose this archetype at 3rd level, you can roll a d4 in place of the normal damage of your unarmed strike and become proficient in improvised weapons.

Both are considered finesse weapons.

Use of any other weapon without attuning to the weapon first is at disadvantage (disgraceful behaviour you melt...)

In addition, you gain proficiency in the Athletics skill if you don't already have it.

Fightin' dirty and takin' cheap shots...

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to attempt to Grapple a creature in your range. In addition, you can take a 'cheap shot' against a grappled target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

For all intents and purposes, 'cheap shot' operates the same as sneak attack.

In addition you become proficient in athletics if not so already.

 

Make 'em piss their pants!

At 9th level, you can instil fear into the minds of your enemies to make them panic.

As an action, you can make a Charisma (Intimidation) check or Strength (intimidation) check against a creature that is grappled, prone, or restrained, contested by its Wisdom (Insight) check. The creature must be able to see or hear you, and the two of you must share a language if it can't see you.

If you succeed, the creature becomes frightened; it has disadvantage on ability checks even while you are not within line of sight, and must attempt to use its turn to move as far away from you as possible. The creature can make a wisdom saving throw to end the effect at the end of its turn unless grappled, prone or restrained. The effect ends regardless after one minute.

This can be done as a bonus action without grappling upon killing an enemy as long the target of this effect has witnessed the death.

Don't push me...

At 13th level, you become even trickier at close range. You can use the bonus action granted by your Cunning Action to attempt to shove a creature in your range.

If you have grappled the opponent, you get advantage when you shove.

Also, you can move at normal speed while grappling a creature.

Beaten until unrecognizable

At 17th level, you can finish off your victims while they are most vulnerable. When you hit a creature that is prone with a melee weapon attack , you can choose to score a critical hit instead. Once you do so, you can't use this feature again until you finish a short or long rest.

 

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