Hello everyone! I am going to run an urban campaign soon and one of my players wanted to play a street thug type of character, so I made a Strength-based homebrew subclass for the rogue. I would love to read your input on it, I don't want it to break the game or feel stronger than other classes. (I do not allow multiclass in my games, it might be a balance consideration for some).
The Street Thug:
3rd level: Street Schooled: You are proficient with medium armor and improvised weapons. Additionally, improvised weapons are considered Finesse weapons for the purpose of a sneak attack.
Dirty Fighter: When you choose this archetype at 3rd level, you learn dirty tricks that add additional effect to your sneak attack ability.
Dirty Tricks. You learn two Dirty Tricks of your choice, which are listed under “Dirty Tricks” below. When you hit a target with a sneak attack you can also apply the effect of a single dirty trick to it. You learn one additional dirty trick of your choice at 9th, 13th, and 17th level. Each time you learn a new dirty trick, you can also replace one dirty trick you know with a different one. You can use this feature a number of times equal to your Proficiency modifier, and you regain all expended uses of it when you finish a long rest.
Saving Throws. Your Dirty Tricks require your target to make a saving throw to resist the trick’s effects. The saving throw DC is calculated as follows: Dirty Trick save DC = 8 + your proficiency bonus + your Strength
9th level: Rough Up: You have an advantage on attack rolls against grappled targets. Additionally, you can add your Strength modifier to Intimidation and Persuasion checks made against grappled and restrained targets.
13th level: Menace: A target that was intimidated by you via the use of Rough Up, is considered charmed for 10 minutes, as they will attempt to please you rather than invoke your wrath. Creatures that are immune to charm are also immune to this ability. You can use this ability twice, and you regain any expended uses when you finish a long rest.
17th level: Brute: You can use the bonus action granted by your Cunning Action to make a Shove or Grapple attack. Additionally, When you finish a short rest you regain a number of Dirty Tricks equal to half your Strength modifier (rounded down).
Dirty Tricks:
Blackjack (requires level 13): When you hit with an attack that would otherwise result in a sneak attack, you can choose to forgo the extra damage dice and attempt to incapacitate the target. Your target must be a humanoid creature no more than one size larger than you and must be within your reach. The target must make a constitution save, or fall unconscious for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On success, the effect ends on the target.
Chokehold (requires level 9): When you hit with an attack that would otherwise result in a sneak attack, you can choose to forgo the extra damage dice and attempt to restrain the target. The target must make a Strength save or become restrained. At the end of each of its turns, the target can make another Strength saving throw. On success, the effect ends on the target. The effect also ends if you move away from the target or attack a different target. The target must be a creature no more than one size larger than you. Additionally, while maintaining the chokehold, your movement is reduced to 0 and any melee attack targeting you is with an advantage.
Concussion: The target cannot take reactions until the start of its next turn.
Ear Smash: The target must make a Dexterity save or become deafened until the end of its next turn.
Eye Gauge: The target must make a Dexterity save or become blinded until the end of its next turn.
Headbutt: The target has a disadvantage on the next attack roll it makes before the end of its next turn. Additionally, if this attack provokes a concentration check, the DC is equal to your dirty trick DC or half the damage, whichever is higher.
Kidnap: You and the target move half your movement speed to a location you choose and can travel to. The target must be your size or smaller.
Skull Smash: You can split your sneak attack damage between two targets that are within 5 ft. of you, each target takes an additional 1d4 bludgeoning damage. The target must be no more than one size larger than you and have a discernible anatomy.
Under The Belt (requires level 9): The target must make a Constitution save or fall prone. The target must be a humanoid creature no more than one size larger than you and have a discernible anatomy.
Hello everyone! I am going to run an urban campaign soon and one of my players wanted to play a street thug type of character, so I made a Strength-based homebrew subclass for the rogue. I would love to read your input on it, I don't want it to break the game or feel stronger than other classes.
(I do not allow multiclass in my games, it might be a balance consideration for some).
The Street Thug:
3rd level:
Street Schooled: You are proficient with medium armor and improvised weapons. Additionally, improvised weapons are considered Finesse weapons for the purpose of a sneak attack.
Dirty Fighter:
When you choose this archetype at 3rd level, you learn dirty tricks that add additional effect to your sneak attack ability.
Dirty Tricks. You learn two Dirty Tricks of your choice, which are listed under “Dirty Tricks” below. When you hit a target with a sneak attack you can also apply the effect of a single dirty trick to it.
You learn one additional dirty trick of your choice at 9th, 13th, and 17th level. Each time you learn a new dirty trick, you can also replace one dirty trick you know with a different one.
You can use this feature a number of times equal to your Proficiency modifier, and you regain all expended uses of it when you finish a long rest.
Saving Throws. Your Dirty Tricks require your target to make a saving throw to resist the trick’s effects. The saving throw DC is calculated as follows:
Dirty Trick save DC = 8 + your proficiency bonus + your Strength
9th level:
Rough Up: You have an advantage on attack rolls against grappled targets. Additionally, you can add your Strength modifier to Intimidation and Persuasion checks made against grappled and restrained targets.
13th level:
Menace: A target that was intimidated by you via the use of Rough Up, is considered charmed for 10 minutes, as they will attempt to please you rather than invoke your wrath. Creatures that are immune to charm are also immune to this ability. You can use this ability twice, and you regain any expended uses when you finish a long rest.
17th level:
Brute: You can use the bonus action granted by your Cunning Action to make a Shove or Grapple attack. Additionally, When you finish a short rest you regain a number of Dirty Tricks equal to half your Strength modifier (rounded down).
Dirty Tricks:
Blackjack (requires level 13): When you hit with an attack that would otherwise result in a sneak attack, you can choose to forgo the extra damage dice and attempt to incapacitate the target. Your target must be a humanoid creature no more than one size larger than you and must be within your reach. The target must make a constitution save, or fall unconscious for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On success, the effect ends on the target.
Chokehold (requires level 9): When you hit with an attack that would otherwise result in a sneak attack, you can choose to forgo the extra damage dice and attempt to restrain the target. The target must make a Strength save or become restrained. At the end of each of its turns, the target can make another Strength saving throw. On success, the effect ends on the target. The effect also ends if you move away from the target or attack a different target. The target must be a creature no more than one size larger than you. Additionally, while maintaining the chokehold, your movement is reduced to 0 and any melee attack targeting you is with an advantage.
Concussion: The target cannot take reactions until the start of its next turn.
Ear Smash: The target must make a Dexterity save or become deafened until the end of its next turn.
Eye Gauge: The target must make a Dexterity save or become blinded until the end of its next turn.
Headbutt: The target has a disadvantage on the next attack roll it makes before the end of its next turn. Additionally, if this attack provokes a concentration check, the DC is equal to your dirty trick DC or half the damage, whichever is higher.
Kidnap: You and the target move half your movement speed to a location you choose and can travel to. The target must be your size or smaller.
Skull Smash: You can split your sneak attack damage between two targets that are within 5 ft. of you, each target takes an additional 1d4 bludgeoning damage. The target must be no more than one size larger than you and have a discernible anatomy.
Under The Belt (requires level 9): The target must make a Constitution save or fall prone. The target must be a humanoid creature no more than one size larger than you and have a discernible anatomy.
Thank you for the feedback!!! <3
“I am longing to be with you, and by the sea, where we can talk together freely and build our castles in the air.”
― Bram Stoker, Dracula