Base Class: Rogue
Archetype for those that can use anything as an opportunity in a skirmish.
Skulduggery
Starting when you choose this archetype at 3rd level, you have been trained to use everything in a fight to get ahead. Your enemies weaknesses, the environment, and your own body. You gain access to the following features:
Ruckus. You gain proficiency with improvised weapons and unarmed strikes. When making a Shove or Grapple attack against a creature your size or smaller, you can make an Acrobatics(Dexterity) check instead of an Athletics(Strength) check. At 3rd level, your unarmed strikes are considered one-handed finesse weapons, dealing 1d4 bludgeoning damage. The die size for your unarmed strikes increases by one die size for each feature gained in this subclass.
Madcap. You cause quite the stir in skirmishes, exposing your foes to ruthless tactics. As an action and/or bonus action on your turn, you can make an improvised attack to attempt to impose an effect onto a creature. Whenever you make an improvised attack, such as throwing sand into a creature's eyes or pulling up a tripwire across a narrow hallway, creatures make their save against your Skulduggery Save DC. Your Skulduggery Save DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier(whichever is higher at any given moment). It is decided by your Dungeon Master what sort of saving throw is required for your attack, as well as the effect that will occur for creatures that fail the saving throw.
Them's Fightin' Words. You know how to get a good scuffle started. You can make Persuasion(Charisma) checks as a bonus action. You have advantage on Persuasion(Charisma) checks to make creatures hostile toward you and/or your allies.
Rough-and-Tumble
Starting at 9th, you can resort to a variety of unarmed fighting techniques when the going gets tough. At the start of your turn in combat, you can reduce the amount of Sneak Attack dice you have available for that turn by 2d6 as many times as you choose. For each 2d6 reduced from your available Sneak Attack dice for that turn, you select one of the benefits listed below. You can select a benefit more than once.
- Until the end of the turn, when you take the Attack action you can make an additional improvised weapon attack, unarmed strike, Grapple attack, or Shove attack.
- You gain an additional 5 feet of movement this turn.
- Until the end of the turn, when you make another Grapple attack against a creature you're already Grappling, you can deal damage to that creature using your remaining Sneak Attack dice if you win the contest.
Brutal Precision
At 13th level, you smash your foes with deliberate brutality. If your Strength score is higher than your Dexterity score, you can add your Dexterity modifier to all attacks, checks, and saving throws that use Strength. If your Dexterity score is higher than your Strength score, you can add your Strength modifier to all attacks, checks, and saving throws that use Dexterity.
Shenanigans
At 17th level, your mischief is most maticulous. Your Skulduggery Save DC becomes 11 + your proficiency bonus + your Strength or Dexterity modifier(whichever is higher at any given moment).
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