Base Class: Rogue
"COOL STUFF"
Bonus Proficiencies
You gain proficiency with shields.
Brute Force
When you choose this archetype at 3rd level, You may now perform sneak attacks in melee with any attack with which you are proficient and you dont use more than one hand for. (Sneak attack restrictions on advantage or having an ally within 5 feet of target & only once per turn still apply)
Tough
Beginning at level 3, your hit point maximum increases by 1 per Rogue level. In addition, you may use your Constitution modifier instead of your Dexterity modifier when calculating your AC.
Dirty Fighting
Starting at 9th level, After you take the Attack action on your turn you may use an improvised weapon or an unarmed attack to hit a creature which is prone within 5 feet of you.
Strong Arming
At 9th level, You no longer halve your movement when moving a creature you have grappled if that creature weigh less than you and is the same size as you or smaller.
Large and Unnerving
At level 13, when interacting with a creature that is the same size as you or smaller, you get advantage on intimidation and athletics checks against that creature.
Blackjack
At level 17, you can knock unconscious any creature which is surprised, or from which you are hidden and that you hit with a bludgeoning weapon. The creature must make a Constitution save (DC = 8 + your proficiency bonus + your Strength modifier) If it fails it is knocked unconscious and is stabilized. The creature still takes any damage you would deal to it, regardless of the save, but this damage is non-lethal and will not kill the target whether it saves or not. A creature knocked out in this way regains consciousness in 1d4 hours, or if healed by a healing spell or ability.
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