Rogue
Base Class: Rogue

Not all rogues are born with silver tongues or agile movements. However, the life of crime welcomes all that would welcome illicit gain, from the cost of others of course.

Thugs let their muscle do the talking, using threats of violence and other intimidation tactics to reach their goals. Whilst thugs are rarely destined for lofty positions in syndicates, the best of them can fill enough of a niche to earn a decent amount.

The roles a thug could fill are varied, but normally straight forward. If the boss needs a bodyguard, a thuggish crony would be a good choice. An enforcer of deals and payment would also suit this archetype of rogue well. Perhaps thugs may simply maintain a presence in town, reminding the citizens who really runs the show.

Underbelly Resilience

When you choose this archetype at level 3, you can choose to make constitution saving throws instead of dexterity saving throws, and you gain a proficiency in them if you do not already possess it.

You now also use your constitution modifier to calculate AC bonuses instead of dexterity.

Bare Knuckle Fighting

At level 3, your unarmed strikes use a d4 when calculating damage. This increases to a d6 at level 5, a d8 at level 9, and a d10 at level 14.

These attacks can make use of the sneak attack class feature.

Tough Body

At level 9, the amount of combat you have seen hardens your body, and adrenaline flows through you when your enemies strike you.

Once per round, when you are struck by an enemy, you can choose to gain temporary hit points equal to your rogue level after the damage you recieve is removed from your hit point total. If an attack would reduce you to 0 hit points, you cannot activate this feature.

Dominating Individual

At level 13, you loom over your enemies, filling their hearts with dread, and your blows cement this fear in them.

You gain an expertise in intimidation if you did not already have it.

Also, when you strike an enemy with a killing blow, enemies that see this make an intelligence saving throw. If they fail, they are considered to be frightened of you until they can make a save. They can make another save once on each of their turns at no cost.

Lethal Combination

At level 17, your prowess in hand to hand combat is feared by those who would otherwise seek to harm your syndicate, as you gain blow upon blow on them.

When you use the Bare Knuckle Boxing action to attack, you can use it an additional time in the same action. If you hit with at least one of these attacks, you can use a bonus action to attack once more with your fists.

If you land all three hits, your body pumps with more adrenaline, and you gain temporary hit points equal to half of the total damage you dealt.

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