Rogue
Base Class: Rogue

Ruffian's rogues are professionals when it comes to the streets. Adept at close-quarters combat, quick maneuvering and agility, criminal sense, deception and theft, Ruffian's are among the best criminals. Often roaming city streets, black markets and sketchy bars, they constantly seek to better their fortune by worsening others.

Everything is a Weapon

3rd-level Specialist Feature

When you choose this archetype at 3rd level, you gain proficiency with the improvised weapons and they gain the light, thrown, and Finesse weapon property. 

Additional, you can draw a weapon that has the thrown property as part of the attack you make with the weapon. Including picking up an object to use as an Improvised Weapon for the attack action.

Unorthodox Training

3rd-Level Specialist Feature

To survive the world you were given a strange and yet effective combat training to deal with close quarters encounter. You gain the following benefits and options:

  • when you hit with a ranged attack using a thrown weapon or succeed on a shove check against a creature, you mark the creature until the end of your next turn. You don’t need advantage on the attack roll to use your Sneak Attack against that creature, while the mark lasts. 
  • you can use the bonus action granted by your Cunning Action to attempt to shove a creature, or to make an improvised weapon attack.
  • your unarmed strikes provoke sneak attack damage now.

Nerves of Steel

9th-level Specialist Feature

At 9th level, When you are subjected to a spell and another magical effect that allows you to make a Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Barrage of Knives

13th-Level Specialist Feature

At 13th level, you are able to throw a large amount of weapons in an incredibly short amount of time. As an action, you can make a weapon attack against every creature of your choice within a 30-foot cone. You must have enough weapons for each attack, and every weapon must have both the light and thrown properties. 

When you damage a creature with this attack, the target leaves visibly leave a trail of blood (or similar bodily fluid) in their path and can’t regain hit points until the start of your next turn. The creature has disadvantage on stealth checks while the wound is there.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Opportunist

17th-Level Specialist Feature

At 17th level, you are expert at exploiting any opening your opponents leave and having lighting reflexes. You have advantage on attacks made on other creature's turns. Also, you can make an opportunity ranged attack using a thrown weapon against a marked target from your Unorthodox Training feature. Provided the creature moves out of range within 10 feet from you and with a limit of 20 feet of the opportunity ranged attack.

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