Rogue
Base Class: Rogue

You throw dirt, low blows, and cheap shots and no one can even keep up. 

Dirty Fighting

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. 

Maneuvers. You learn three maneuvers, which are detailed under “Maneuvers” below. Maneuvers enhance an attack in some way. You can use only one maneuver per attack.

Grit Dice. You have four superiority dice, which are d6s. A grit die is expended when you use it. You regain all of your expended grit dice when you finish a short or long rest.

You gain another grit die at 7th,11th 15th, and one more at 18th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier.

Maneuvers

The maneuvers are presented in alphabetical order.

Cheap Shot

When you hit a creature with a weapon attack, you can expend one grit die to attempt to stun the target. You add the grit die to the attack’s damage roll, and the target must make a constitution saving throw. On a failed save, the target is stunned.

Low Blow

When you hit a creature with a weapon attack, you can expend one grit die to attempt to trip the target. You add the grit die to the attack’s damage roll, and the target must make a strength saving throw. On a failed save, the target is proned.

Pocket Throw

As a bonus action, you can expend one grit die to attempt to blind the target. You add the grit die to the attack's damage roll, and the target must make a dexterity saving throw. On a failed save, the target is blinded until the end of their next turn.

Backstab

You are able to catch your opponent off guard when attacking from behind the creature, as a result you automatically deal maximum damage with the weapon. However, this affect does not carry over to sneak attack damage. If the target is aware of your presence then you must roll a acrobatics check contested by the creatures perception to gain the damage.

Dirty Fighting

From now on you have mastered the art of being a bastard, slamming doors in peoples face and throwing a vials of acid are some of your favourite tricks. you can now take the object interaction action as a bonus action and can make attacks with anything you pick up in the same action.

Insulting Strike

You can manipulate an opponent to attack you, leaving them vulnerable to your counterattack. If you and an adjacent hostile creature can see each other, you can take a bonus action to make a Charisma (Deception) check contested by an adjacent creature's Wisdom (Insight) check. If you succeed on the check, the creature must immediately make one melee attack against you as a reaction. You have a +5 AC bonus against this attack. If the attack misses, you can use Sneak Attack against that creature until the end of your next turn even if you don't meet the requirements for Sneak Attack.

 

Poisoned Weapons

You are adept at preparing your equipment with poisons and has the ability to permanently imbue their equipment with poisons with the proper maintenance and technique.

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