Rogue
Base Class: Rogue

You’re not a symbol. You’re a threat. A walking warning. You grew up bleeding in back alleys, where strength was survival and no one played fair. You don’t fight clean — you fight smart, dirty, and mean. Whether you’re cracking ribs with a pipe or driving knees into skulls, you’re a street predator thriving in chaos.

Level 3: Filth and Fury

Starting at level, you gain a pool of Fury Points equal to your proficiency bonus + your Strength or Charisma modifier (minimum 1). You regain all expended Fury Points after a long rest.

Fury is generated through pressure. Once per turn, you gain 1 Fury Point when you hit a creature with a weapon attack, force a saving throw, move at least 10 feet toward a hostile creature, or reduce a creature to half its hit points or fewer. You cannot exceed your maximum.

You may spend Fury Points in the following ways:

  • Spend 1 Fury Point on a hit to deal extra damage equal to your Strength or Charisma modifier.
  • Spend 1 Fury Point as a bonus action to move 15 feet without provoking opportunity attacks.
  • Spend 1 Fury Point as a reaction to gain +1 AC against an attack targeting you.

Level 3: Ruthless Techniques

Starting at 3rd level, you learn the following techniques fueled by Fury Points:

Savage Follow-Through (1 Point): On a melee hit, deal extra damage equal to your proficiency bonus and gain advantage on your next attack against that target.

Break Their Guard (1 Point): When you hit a grappled, prone, frightened, or bloodied creature, it must make a Strength save or have disadvantage on attacks until the start of your next turn.

Press the Advantage (1 Point): You may take the Help action as a bonus action. If the assisted attack hits, gain 1 Fury Point.

Some features require saving throws. The DC is:

Ruthless Technique Save DC = 8 + your proficiency bonus + your Strength or Charisma modifier

Level 9: Tactical Surge: Fuel the Violence

At 9th level, activating sneak attack grants 2 Fury Points, then choose one effect below. You may spend 1 additional Fury Point to enhance it:

Overwhelming Assault: Your attacks deal extra damage equal to your proficiency bonus this turn. Enhanced: make one extra attack once per long rest.

Chainbreaker Rush: Move half your speed without provoking opportunity attacks. Enhanced: move full speed and gain advantage on the attack.

Adrenaline Lock: Gain +2 AC and advantage on Strength and Dexterity saves until your next turn. Enhanced: when an enemy misses you, gain 1 Fury Point.

Level 9: Skulker’s Payback

At 9th level, openings become punishment.

When you hit while hidden, you may spend 1 Fury Point to deal extra damage equal to twice your proficiency bonus and impose disadvantage on the target’s next save.

Additionally, when a creature within 5 feet misses you, you may spend 1 Fury Point as a reaction to make an attack, shove, or grapple. If you deal damage, gain 1 Fury Point.

Level 13: Ruthless Momentum

At 13th level, aggression sustains you:

  • Once per turn, when you crit, drop a creature to 0 HP, or hit a bloodied creature, gain 1 Fury Point.
  • Your attacks crit on 19–20 against bloodied, grappled, or frightened creatures.
  • When you reduce a creature to 0 HP, you may spend 1 Fury Point to frighten one creature within 30 feet until the end of its next turn.

Level 17: Bloodhound Instinct

At 17th level, weakness draws you in:

  • When a creature within 30 feet becomes bloodied, you may move half your speed toward it as a reaction. Spend 1 Fury Point to move full speed and make one attack; on a hit, gain 1 Fury Point.
  • Once per turn, when you hit a bloodied creature, you may spend 1 Fury Point to deal extra damage equal to twice your proficiency bonus and reduce its speed to 0 until the end of its next turn.
  • When you reduce a creature to 0 HP, gain temporary hit points equal to your Strength or Charisma modifier + twice your proficiency bonus and regain 1 Fury Point.

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