Rogue
Base Class: Rogue

The two goblin siblings Grab and Stab had the great idea to stand on each other's shoulders, throw on a big coat and pose as a normal humanoid. They got the idea from a apprentice wizard who loved Cosplay. They met on the road one day, and Grab and Stab stole his disguise kit. Eventually, they figured out how to use it and with the help of a big Trench Coat, they grabbed from the wizard the two of them stole, scammed and conned their way through life. They argue a lot. Like A LOT. Even to the point where enemies get distracted or confused by it mid-fight. At times when shit hit the fan and they had to split up and drop their disguise, they always manage to find each other sooner or later. Must be some kind of weird sibling thing... 

 

This is a slightly changed version of Zoken44´s subclass "Two Goblins in a Trench Coat".

2 Goblins in a Trench Coat

Starting at 3rd level, you can have advantage on Steal (sleight of hand) checks.

You gain proficiency with the disguise kit and have advantage for any checks you make with it.

Grab and Stabs' go-to persona has become The Duelist in a Trench Coat therefore they always fight with a shield and Rapier. If they are separated they both can't fight with a longsword and shield and only use finesse weapons since the longsword is too big for them. Grab however likes to just grab the shield and nothing else (he can't carry anything more) he has done so often enough that he knows how to fight with it and if separated and holding a shield Grab gains the shield master feat. When separated by PANIC! Stab uses rogue-ish weapons.

PANIC!

When you choose this archetype at 3rd level, Whenever you take damage you can use your reaction to split and go in two directions at once. This grants you the effects of disengage and allows both goblins to move up to the full movement speed each. 

While split each Goblin has half of the remaining hit points. They still share the same initiative. Both of them attack but Stab, the upper one has most of the weapons. If they are split and one of them gets charmed or is frightened both of them are affected. While split they count as an ally for the purpose of sneak attack.  Attacks of opportunity against them have disadvantage.  They cannot regain Hit Points by any method until they use one action to rejoin. When they rejoin they shout UNITE! and all creatures who witnessed this weird act have to roll a DC 13 Wisdom check or get confused (attack 1 random creature within 5ft. If there is none they just look confused). They have to use their disguise kit again (out of combat), otherwise, they will look like a headless trench coat. A little unsettling.

Cut some eye-holes!

Starting at 9th level, you have advantage on all Perception and Investigation checks. You also cannot be surprised. 

After cutting some eye holes into the clothes and being able to better balance Stab, Grab can now attack as well when Stab attacks. Grab shoots a [Tooltip Not Found] dealing [roll]1d6[/roll] + your DEX modifier + proficiency bonus. This feature does not work if Grab and Stab are separated.

Starting at 11th level the Damage increases to [roll]2d6[/roll] + DEX modifier + proficiency bonus.

Starting at 15th level the damage increases to [roll]4d6[/roll] + DEX modifier + proficiency bonus.

 

Bickering!

Starting at 13th level, your goblins have grown different enough that they have learned new skills. Gain proficiency in three new skills.

While the goblins are split using "PANIC!" their constant arguing is enough to confound any foe. Use a bonus action to force enemies to make a Wisdom saving throw.  The DC is 8 + Proficiency bonus + Charisma modifier.  Unless Stab and Grab have proficiency in performance, persuasion, or deception, then they may calculate the DC as 8 + Proficiency + (one performance, persuasion, or deception throw). On a failed save, the target has a disadvantage on all attack rolls. On a successful save, the enemy has disadvantage on attack rolls against all targets except your goblins. They may make a new Save at the end of each turn. If the target makes their save AFTER having failed their save at least once, they will automatically succeed on saves against this effect for the next 24 hours.

GOTCHYA!

When you reach 17th level, you have become adept at playing off people's surprise at your strange nature.  When you attempt to attack a creature, it must make a wisdom saving throw versus 10 + your charisma bonus  UNLESS you have Expertise in Performance or Deception, then the DC is calculated as 8 + Charisma Bonus + proficiency.

On a failed save you have advantage against the target

On a successful save, the creature perceives your nature and is dumbfounded by it. They have disadvantage on hitting you the next round.

Grab And Stab Image

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