Rogue
Base Class: Rogue

You have earned every scar you have. Living by your wits and your mitts have made you some coin and put you down in the books as someone not to mess with. Now you are moving up in the world and are ready to face the bigger challenges, ready to prove what you got.

Rugged

Your life on the mean streets has made you tough and taught you a thing or two about fighting. When you pick this archetype at level 3, whenever you are wearing Leather armor or no armor at all you may add your Constitution modifier to your AC. This ability does not stack with any other Unarmored Defense abilities.
        You gain +3 hit points. Each additional level in this class gained after the 3rd grants one additional hit point. Lastly, you may now use your Strength modifier instead of your Charisma modifier when making an Intimidate check

Scrapper

Starting at 3rd level, you know that the quickest way to victory is to overwhelm your opponent using sudden and explosive aggression. Whenever you successfully make a grapple or shove attack using your action, you may use your bonus action to make a melee weapon attack.
          While grappling or being grappled your fists count as weapons that do 1d4 Bludgeon damage. Your fists also count as Finesse and Light weapons for the purpose of applying your Sneak Attack damage and utilizing Two-Weapon Fighting.

Snatch & Grab

At 9th level, you can now move your full movement while you have someone grappled, so long as they are your size or smaller.
    In addition, anyone you are grappling has Disadvantage to any action other than attacking you, casting a spell, or attempting to escape the grapple. If the grappled creature attempts to cast a spell with somatic components or they use material components while grappled they must make a Concentration check (DC is equal to 8 + your proficiency bonus + Strength modifier) or fail to cast the spell. 
     You may attempt to end the grappled condition on yourself or others as a bonus action. You can only attempt to remove the grappled condition once per turn.

True Grit

You can take everything that life can throw at you. Beginning at 13th level, you gain Advantage on any saving throw to resist any effect that would cause the Frightened or Charmed condition, or would inflict any levels of Exhaustion.
    Before making a Strength or Constitution save you may choose to gain Advantage on the roll. You may use this ability a number of times equal to your Constitution modifier. You regain all your uses of this ability after you finish a long rest.

No Holds Barred

Everything breaks if you apply enough force. At level 17, when you damage a creature in melee combat the damage dice you roll that come up 1’s count as 2’s instead. While damaging someone that you have grappled 1’s and 2’s rolled now count as 3’s.
            You may now attempt to grapple creatures that are no more than two size categories higher than you. You also gain Advantage on any Strength (Athletics) checks that rely on pure strength (lifting, moving objects, and jumping) and when you attempt to escape a grapple. This bonus does not apply when attempting to establish a grapple.

Previous Versions

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6/19/2019 2:05:29 PM
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