Base Class: Rogue
"That deal was good. We went in, we exhanged the goods. And we just left.
Once we got outside, I knew this was going to backfire. Vandals surrounded us.
With the guys I had, we stood no chance. They just beat us to pulp and took our goods."
- Black market merchant.
As a vandal, you are the loud and obnoxious member of the team. Your goal is to pull attention to yourself and hit enemies hard, stun them, and once they wake up, force them to sing their tales.
As a Vandal, you gain proficiency with all bludgeoning weapons that have no two handed property, alonside proficiency with Improvised weapons. and ability to use them with sneak attack.
Thrill
Starting at 3rd level, you gain Thrill points equal to your sneak attack die count. Each feature has it's own additional skill using Thrill point. You recover all your thrill points after Long Rest.
You can also recover 1 Thrill point by killing a creature with sneak attack. Your thrill points cannot go over your sneak attack die count.
At level 3, you can use your bonus action in order to spend one of your Thrill points to gain adrenaline boost, granting you 15 feet additional movement.
Additional Proficiency
When you choose this archetype at 3rd level, you become proficient with Improvised weapons, Flail and Warhammer.
Additionally, you can use any weapon that deals bludgeoning damage for sneak attack.
Brawler
Starting at 9th level, After succesful attack against a creature, you can spend your Bonus action to make a special attack against the opponent. This action has to be taken immediately after succesfull roll, before you roll for damage. Using this feature costs 1 Thrill point.
After succesfull attack roll, you choose from:
Kidneyshot; You land a powerful blow against the creature, forcing them to roll Constitution Saving Throw. If the creature fails the roll, they are stunned. Usable only against Humanoids.
Jaw Breaker; You strike grappled creature on their jaw, forcing them to roll Constitution Saving Throw. If the creature fails the roll, they become muted for 18 seconds. at the start of creatures yurn, they may reroll the constitution saving throw.
Knee stomp; You stomp your opponents knee, forcing them to roll Dexterity Saving Throw. If creature fails the roll, they are knocked prone. Can be used against enemies who are one size larger or smaller.
Additionally, if you do not gain sneak attack for your attacks, you can spend thrill points to gain as many sneak attack dies (d6) as you spend thrill points for that attack, as long as your weapon is included among weapons that allow using sneak attack. Usable once per round.
Distraction
By 13th level, Your vandal learns arts of distraction in combat. You can use your action in order to distract single creature, causing them to focus on you.
Targeted creature rolls Intelligence Saving Throw. If the roll fails; You will impose disadvantage on attacks targeting anyone else than you.
You can use 2 thrill points in order to make two weapon attacks as a bonus action if the distraction is succesfull.
Additionally, you can spend thrill point in order to gain extra attack after a succesfull attack action. Usable once per round.
Adrenaline Junkie
When you reach 17th level, you have became addicted to your thrill seeking ways. When ever you spend thrill point, you gain resistance to all non-magical damage until start of your next turn.
You can spend thrill point in order to roll a hit die, recovering 1d8 + your constitution modifier as health. This hit die is taken from your current hit dice pool. Usable once per round.
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