Base Class: Rogue
You've learned how to fight dirty and in any environment to your times lurking in taverns or other similarly chaotic/shady areas
Improvised Violence
you gain proficiency in improvised weapons
Whenever you make an attack roll against a creature using an improvised weapon you may treat the attack as if the weapon had the finesse property
whenever you deal damage to a creature using a finesse weapon you may choose to either attempt to blind or grapple the target of the attack
Grapple: Make a normal grapple check against the target with advantage, this check also ignores the immunity to the grappled condition
Blind: The creature must make a constitution saving throw against your sleight of hand(dexterity) or performance(charisma) check on a failed save they suffer from the blinded condition until the beginning of your next turn
Slippery Escape
You have advantage on checks to escape grapples and checks to avoid grapples
Your walking speed increases by 10 feet, if you have any other movement speeds they increase by 5 feet
Drunken Redirection
Whenever a creature hits you with an attack roll, if you have an enemy grappled you may use a reaction to make a sleight of hand(dexterity) check and if you roll higher than the total of the original attack you may change the target of the attack to the grappled creaure
Debilitating Precision
whenever you hit a grappled creature with an attack you may force that creature to make a constitution saving throw against your athletics(strength) or a sleight of hand(dexterity) check and one a failed save the creature is paralyzed until the end of it's next turb and takes a number of d10 equal to your proficiency bonus, on a successful save the creature is not paralyzed and takes half damage
Deadly grappler
Whenever you make an attack roll against a creature suffering from the prone,restrained,grappled,paralyzed, or blinded condition you may treat that attack as a critical hit
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