Base Class: Rogue
With tactics forged in the distant world of Australia, eshays are unlike most rogues. Instead of relying on careful stealth and deception, eshays prefer to fight their foes head-on with brute force and intimidation. Eshays rarely fight alone, preferring to stick with a gang, theives' guild or adventuring party. They are the most likely of all rogues to get caught up in petty crime, as they don't care for political intrigue or large scale plans.
Eshay Grit
When you choose this archetype at 3rd level, your grit allows you to take hits that other rogues cannot. You gain proficiency in Constitution saving throws.
Additionally, once per short rest, if you take damage that would reduce you to 0 hit points, you may stay up at 1 hit point. You regain a use of this feature if you are healed to your hit point maximum (you can only have one use of this feature at a time.)
Dirty Tactics
When you choose this archetype at 3rd level, you rely on brute force more than manipulation. You can gain Sneak Attack damage on any weapon, even if it doesn't have the finesse or ranged properties. As an Eshay, your fists and unarmed strikes are a weapon.
You gain expertise in Athletics and can add double your proficiency bonus to attack and damage rolls made with unarmed strikes.
Additionally, you gain another way to use your Sneak Attack. If a creature has been harmed by one of your companions (such as with an attack, spell, or debuff) you may add your Sneak Attack damage on all weapon attack rolls against that creature until the start of the attacking companion's next turn. You may add an additional 1d6 to your Sneak Attack for each ally within 10 feet of you.
Take the Hit
When a spell effect or attack directly caused by a creature requires you to make a Dexterity saving throw, you may use your Constitution modifier instead of your Dexterity modifier. The saving throw is still a Dexterity saving throw for the purposes of saving throw proficiencies and the Evasion feature. If you succeed on the saving throw and the creature that caused the effect can see you, they must make a DC 15 Wisdom saving throw or become frightened of you until the end of its next turn.
Criminal Confidence
At 9th level, you have mastered the eshay's most iconic skill- bragging about their crimes. If you commit a crime in public, you may use an action to give yourself or a creature of your choice advantage on a Persuasion, Deception, Intimidation or Performance check. The DC for this check is set by the DM, depending on how many witnesses there are. On a success, witnesses will either believe that somebody else has reported you to law enforcement or be too intimidated by you to report it. Witnesses do not ignore your crime completely, however.
You may also brag about a crime that you have committed to give yourself advantage on a Charisma based check. You can use this feature a number of times equal to your proficiency bonus per long rest.
Supreme Bashing
Starting at 13th level, you can take opportunity attacks against a creature even if they Disengage or have another type of immunity to opportunity attacks. Whenever you hit a creature with an opportunity attack and they are no more than one size larger than you, they must succeed on a Strength saving throw or fall prone. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is highest)
Sure Shot
Starting at 17th level, when you have more than one source of advantage and no sources of disadvantage on an attack roll, that attack roll is an automatic critical hit. You can use this feature three times per long rest.
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