Rogue
Base Class: Rogue

Subtlety is not a gift for all. While most rogues prefer to keep to themselves and work in the shadows, there are those that do better tackling problems head on. You are deadly at close range, where your fists can do the talking.

Put ‘em up

Your fists speak for themselves, and they talk smooth. When you choose this archetype at 3rd level, you can roll a d4 in place of the normal damage of your unarmed strike, and they are considered a finesse weapon.

In addition, you can add your dexterity modifier to any athletics check you use to grapple or shove.

Close and Personal

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to attempt to Grapple a creature in your range. In addition, you can use your Sneak Attack against a grappled target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

Reflective fist

At 9th level, you can always find a way to get a hit in, even if that means taking a hit. Whenever you use Uncanny dodge, you can make one unarmed strike at the creature that attacked you as part of the same reaction, as long as they are in range. Additionally, you ignore any creature's resistance to non-magical bludgeoning damage and creatures immune to non-magical bludgeoning damage are instead considered resistant when calculating the damage of your attacks.

Forceful Grip

At 13th level you become even deadlier up close. You can use your cunning action to shove any creature you’re currently grappling, and you don’t take any movement penalties while moving a grappled creature.

Master grappler

Beginning at 17th level, your mastery of grappling leaves your targets defenseless. Creatures your size or smaller are considered restrained whenever they are grappled by you, and your unarmed strikes score critical hits on a roll of 18, 19 or 20 to creatures that are grappled.

Bruiser Image