Rogue
Base Class: Rogue

Rogues who fall under this archetype specialize in the incapacitation and the apprehension of others. They can slip into a crowd full of people only to slip out unnoticed, all while taking another with them. Snatchers are well known for their pension in stalking and capturing their targets, all the while rendering said target helpless against them. These rogues are not only deftly dexterous but crafty and cunning, able to manipulate their foes and appear disarming for their marks, only to swiftly snatch them in the blink of an eye. Before you realize what’s happening, you find yourself within their clutches. 

Snatchers often are often labeled as kidnappers, but the intent behind each snatch and grab isn’t always clear. While it’s true many Snatchers are ransom-tossing criminals, many bounty hunters, guards, and even overzealous cult enforcers may be knowledgeable in what it takes to be a Snatcher. Even still, the deviants of the world roam the streets, their eyes trained and ropes tight, intent on bagging their next target. Whether for money, pleasure, or any other reason, the one truth is when a Snatcher has you, there’s often no escaping their grasp.  

Snatcher’s Hold

Starting when you choose this archetype at 3rd level, you have become remarkably skilled in the art of constricting those you can get your hands on. With this feature, you gain the following benefits: 

  • You may make a grapple check as a bonus action
  • When you are initiating a grapple check, you may use Dexterity (Sleight of Hand) instead of Strength (Athletics) 
  • Creatures grappled by you are also Restrained and can’t speak. Additionally you suffer no movement penalties when grappling creatures of equal or smaller size to you. 

Quick Bindings

Starting when you choose this archetype at 3rd level, you have learned how to weave bindings and restraints with swift execution. When a creature is grappled by you, if you have rope or manacles in your inventory, you may use a bonus action to restrain the creature with them, applying the Restrained condition while allowing you to let go of the creature. 

Manacles are used up by this feature, or you use up at least 10 ft of rope to restrain them in this way. Creatures restrained in this way must succeed a Dexterity saving throw to escape the restraints or a Strength saving throw to break free from the restraints (DC = 8 + prof mod + Dex mod). 

Tactical Allure

Starting at 9th level, you have grown used to using the facade of charm to your advantage, dropping your target’s guard before swooping in. As an action, you may roll a Charisma (Persuasion) check contested by the target Humanoid’s Wisdom (Insight). On a success, the target is Charmed by you for 1 minute, and views you as a friendly acquaintance. 

You may use your Intelligence modifier for your Charisma (Persuasion) for this contested check. The Charmed condition ends early if the humanoid is attacked or successfully grappled by you. You may use this feature 2 times per long rest, increasing to 3 at level 13, and 4 at level 17. 

Likewise, you have advantage on grapple checks against creatures that have the Charmed condition. 

Binding Mark

Starting at 9th level, when you set your eyes on a target, rarely are they able to evade your sights. As an action, you may designate a creature as your mark. When a creature is marked by you, you have advantage on Wisdom (Survival) checks to track them. You may use your Intelligence modifier for your Wisdom (Survival) checks involving your mark. You may only have one creature marked at a time, and can swap your mark as an action.

Shatter-Strike

Starting at 13th level, your combat skills have grown so your attacks leave your opponents vulnerable and debilitated. When you hit a creature with a weapon attack or an unarmed strike, you may leave the creature Incapacitated until the start of your next turn. Once you do this the creature is immune to your Shatter-Strike for 1 minute. 

Additionally, you have advantage on your attack and grapple rolls when targeting a creature who hasn’t had their first turn in combat. 

Sapping Grasp

Starting at 17th level, your skills in incapacitation have reached a level where those you ensnare don’t last long before losing consciousness. As an action, whenever you have a creature grappled by you, you may force the creature to make a Constitution saving throw (DC = 8 + prof mod + Dex mod). On a failure, the creature falls Unconscious for 1d4 hours. Once you succeed in using this feature, you cannot use it again before completing a long rest. 

 

Snatcher Image

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