Base Class: Rogue
Being a rogue is almost synonymous with being agile, with hiding in the shadows, and waiting for the opportune moment to strike, and with handling any situation with finesse and guile. Thugs break from this mold, relying instead on brute force and intimidation as the means to an end. Bodyguards to crime lords, gladiators in fighting pits, streetwise miscreants - thugs prefer to face the enemy head-on, to be in the thick of a fight where both the risk and the thrill are highest.
Armed For The Job
You've been around long enough to know how to fit yourself for a brawl. At 3rd level, you gain proficiency with medium armor and shields. Additionally, you've taken some knocks on your way through life and have always come back stronger; your health point maximum increases by 3, and increases by 1 again when you gain a level in this class.
In The Thick Of The Fight
In the chaos of a fight, even the best trained and most disciplined warriors will leave themselves exposed; and you know exactly where to hit them to remind them that they're not playing soldier in their training ground anymore.
At 3rd level, you learn an additional way to use your Sneak Attack. Whenever there are two or more hostile creatures within 5 feet of you, you don't need advantage on an attack roll to use Sneak Attack against a creature within your reach.
Additionally, melee weapons you use when you Sneak Attack in this way don't need to have the finesse property to apply the Sneak Attack damage. Other rules still apply.
Brutal Beating
It's not enough to make them hurt, they have to understand the consequences of picking a fight with who they shouldn't. Put some fear in their heart, and some respect on your name. At 9th level, when you deal Sneak Attack damage to a creature, you can make a Charisma (Intimidation) check or Strength (Intimidation) check contested by the target's Wisdom (Insight) check. If you win this contest, the targeted creature becomes frightened of you until the end of your next turn.
When you deal Sneak Attack damage to a creature frightened by this feature, the duration of the frightened condition is extended by one round, to a maximum 10 rounds. This condition ends early if you become unconscious, or if the frightened creature damages you.
Once the frightened condition ends for a creature affected by this feature, that creature cannot be frightened in this way again until the next dawn.
Roll With The Punches
The Rhythm of a fight is as natural to you as the beat of your heart; many shy away from this wildness, but this is where you thrive. Starting at 13th level, as part of the reaction used with the Uncanny Dodge feature, you can roll a number of d6s up to the number of your Sneak Attack dice. The damage you take is further reduced by the number you rolled, to a minimum of 0.
Conversely, your Sneak Attack on the turn you take following this reaction is weaker. The number of Sneak Attack dice you roll is reduced by the number of dice you rolled with your reaction. For example, if you Sneak Attack is 7d6 and you rolled 3d6 as part of the reaction to reduce the damage you took, you Sneak Attack for the following turn is equal to 4d6.
Vicious Thuggery
It's a thrill to make someone hit the mat, and you just can't wait to do it again. At 17th level, when you reduce a creature to 0 hit points with a Sneak Attack, you can use your reaction to move up to half your movement speed and attack one creature within range. This attack can be a Sneak Attack.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Comments