Base Class: Rogue
While often looked up with distrust, most rogues are generally acknowledged as skilled and often invaluable members of their respective groups; the Bastards, as they are colloquially known, are rarely afforded that kind of trust. Marked by their proclivity for constant and blatant underhandedness in every aspect of their work, Bastard rogues are less professionals that use deception as a tool and more compulsive liars and cheats that are good with a blade. They do so with abandon and without shame, striking out brazenly with the same inherent dishonesty they observe in the world around themselves.
Bringing A Sword To A Knife Fight
When you choose this archetype at 3rd level, you gain proficiency in the deception and sleight of hand skills if you did not have them already, as well as proficiency with one gaming set of your choice. You add double your proficiency bonus to all deception and sleight of hand checks you make. In addition, you gain the ability to hide any object on your person as long as it is not larger than you.
Tripper
Also at 3rd level, you learn to punish your opponents' attempts at retreat with swift and unexpected retaliation. When a creature no more than one size larger than you leaves your melee range, you can use your reaction to try and trip them, forcing them to make a contested acrobatics check against you or fall prone. If they fall prone, you can immediately follow up with a single melee attack before they can get back up. If the creature is more than one size larger than you, you can still attempt to trip them. If you do so however, it requires a contested strength check instead of a contested acrobatics check.
Sucker Punch
At 9th level, you learn to use subtle movements to psych out your foes in combat, creating an opening for you to take advantage of. As a bonus action, you can feint a creature within 30 feet of you, making a deception check contested against their insight check. On a success, your attacks against that creature gain advantage until the end of your turn.
Cracks in the Armor
At 13th level, you notice gaps in your opponent's defenses the instant they appear and are able to strike them with the same swiftness. Whenever a creature within range of one of your attacks, melee or ranged, enters a state of that would grant them advantage on your attack against them (falling prone, becoming stunned, being hit by Guiding Bolt, etc.), you can use your reaction to make one such attack against them. If your target is within your movement range, you can move up to them before making the attack.
One Last Middle Finger
At 17th level, you become capable of making one last decisive strike in the event that you fall in battle, making sure you always get the last laugh. When you are reduced to 0 hit points by a creature, you can make one weapon attack against it with advantage if it is within range. If the attack lands, it counts as a critical hit and they suffer one of the following effects of your choice:
- Their movement speed is halved for the next minute
- They have disadvantage on all saving throws until the end of their next turn.
- They have disadvantage on all attack rolls until the end of their next turn.
If the attack reduces the creature to 0 hit points, you regain 1 hit point and rise to your feet in a moment of smug self-satisfaction. Once you use this feature, you cannot use it again until you finish a long rest.
Comments