Base Class: Rogue
While there are many rogues who understand the value of intimidation, the dread ruffian employs fear as a weapon in and of itself. They become masters of a deceptively simple weapon, which turns into a deadly instrument in their hands. Even the dread ruffian's allies are ill at ease around him or her, so terrifying do these masters of fear and terror become as they eventually hone their craft to supernatural levels.
Blunt Force Trauma
When you choose this archetype at 3rd level, you deal 1d6 damage with clubs and may deal sneak attack damage with clubs as well. At 10th level, you deal 1d8 damage with clubs. At 14th level, if you hit a creature on a roll of 18 or 19, while wielding a club, it is considered a critical hit.
Terrifying Mien
Starting at 3rd level, you become proficient in Intimidation, if you aren't already, and have advantage on Intimidation checks against creaturers that have received damage directly from you or directly because of you in the last 24 hours. In addition, for you it is a Strength (Intimidation) check, instead of Charisma.
Sense Fear
Starting at 9th level, you are at your deadliest when you can sense the fear of your enemies. You have advantage on attack rolls against frightened creatures and when you critically hit a creature with an attack the target becomes frightened. In addition, you know the location of any frightened creature within 30 feet of you. At 15th level, this increases to 60 feet.
Master of Terror
At 13th level, you are immune to becoming frightened through non-supernatural means and have advantage on all saving throws or checks to resist being frightened or to end that condition. You deal 1d8 additional weapon damage against creatures that are immune to being frightened.
Face of Death
Starting at 17th level, you become a supernatural conduit for the powers of fear. Once per long rest, you become the worst fear of those around you, effectively casting the weird as a 17th level wizard. The DC for the WIS save is 10 + your proficiency modifier + your Strength modifier. The spell is centered on you and automatically remains in effect for its entire duration, in addition any creature that is immune to being frightened has disadvantage on attack rolls against you for the duration of the spell effect. You may choose to end these effects at will as a bonus action.
Comments