Rogue
Base Class: Rogue

Cutthroats are unrepentant killers who make their living by preying on those weaker than themselves. They associate with those who operate outside the law and often band together with other nefarious rogues for a common purpose. Cutthroats typically earn their living by accepting payment for murder or by robbing the corpses of their victims, but some accept employment as bodyguards or hired thugs.

Many cutthroats learn their murderous trade by simply surviving in the gloom-haunted streets of places like Blackwater or in other villainous dens scattered throughout the Iron Kingdoms. Regardless of where they learned the finer points of their craft, cutthroats are skilled at stalking their victims and striking a fatal blow from the shadows

Backstab

At 3rd level, you are an artisan of twisting the knife into the back of an unsuspecting foe.

When you deal sneak attack damage to an enemy with a melee weapon attack, you may choose one of the following options.

Hamstring. The creature damaged by your sneak attack has its speed halved for a number of rounds equal to your Dexterity modifier (a minimum of 1 round). Special movement types are not affected by Hamstring.

Eye Gouge. The creature damaged by your sneak attack is blinded for a number of rounds equal to your Strength modifier (a minimum of 1 round).

Mug. As part of your attack, you may remove one small item (such as a coin purse or necklace) worn by the creature damaged by your sneak attack as long as you have an open hand with which to grab it.

Silencer. The creature damaged by your sneak attack cannot speak for a number of rounds equal to your Dexterity modifier (a minimum of 1 round). Creatures who can audibly communicate without speaking are unaffected by this benefit. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once).

You regain any expended uses when you finish a long rest.

Thug

At 9th level, you gain proficiency in the Intimidation skill. Additionally, you can attempt to terrorize a humanoid within 30 feet of you into cowering in fear as a bonus action. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If you succeed, the creature is frightened for a number of rounds equal to your Strength modifier (a minimum of 1 round). You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Run the streets

 At 13th level, you know how to traverse urban environments as well as a ranger can the wilds. You gain the following benefits while in an urban environment: 

• You have advantage on Wisdom (Survival) checks to track creatures.

• You cannot become lost by nonmagical means.

• Moving through nonmagical difficult terrain does not cost you extra movement.

• Your speed increases by 10 feet.

• You have advantage on Charisma (Deception), Charisma (Persuasion), Dexterity (Sleight of Hand), and Dexterity (Stealth) checks.

NEFARIOUS PLOTTING

At 17th level, you can study a creature to determine its weaknesses and the best way to exploit them. If you observe a creature undetected for 8 cumulative hours as it goes about its daily routine, the creature has vulnerability to your sneak attack damage for 28 days. (These hours can be split up among many days.) Additionally, you gain proficiency in the Insight and Investigation skills and have advantage on Wisdom (Insight) checks and Intelligence (Investigation) checks.

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