Base Class: Rogue
While most rogues rely on skill and precision, you embody the brutal nature of their murky world and have subsequently honed your physical capabilities, what you lack in grace, you more than make up for in sheer resilience. Rogues who pursue this archetype are usually the ones to kick open a door guns.
Tough Guy
Starting at 3rd level your Hit Die becomes a D10, and you gain proficiency with medium armor and shields. Additionally, you now add your Dexterity modifier to Constitution Saving Throws, and you have advantage on saving throws to avoid or end the Poisoned condition.
Heavy Weight
Starting at 3rd level, you can roll 1d6 in place of the normal damage of your Unarmed Strikes. This die changes at levels 9 (D8), 13 (D10), 17 (D12). Additionally, you can now use your Sneak Attack with any weapon as long as it lacks the heavy, special, or two-handed property. You can also use sneak attack with Unarmed Strikes. You can use your Sneak Attack with a versatile weapon, but not while using it with two hands to make the attack.
Crowd Management
Starting at 9th level, you are counted as one size larger when determining grappling or shoving mechanics. Additionally you have advantage on saving throws against being paralyzed, knocked prone, or stunned.
Intensive Training
Starting at 9th level, you gain a +2 to your Strength Score to a maximum of 16. Additionally, your speed increases by 10 feet.
Dirty Critical
By 13th level, you have turned dirty brawling into an art form. When you land a critical hit on a target, you deal a bonus 3d6 of whatever damage type your weapon or unarmed strike uses and the target must succeed a constitution saving throw equal to 8 + your dexterity and proficiency modifiers or be knocked prone.
Hard Headed
Beginning at 17th level, attacks of opportunity have disadvantage against you, and you have resistance to nonmagical Slashing, Bludgeoning, and Piercing damage.
Previous Versions
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