Rogue
Base Class: Rogue

Working in secret whether they be agents of the law or against it, those knowing the way of the Death's Hand have made their bodies into their weapons. Training is often passed down from a singular master and apprentice or in highly restricted schools. Allegedly the founder of the practice was an assassin rescued at the brink of death by a monastic order. Recovering and learning their ways, they found a way to blend martial arts and their prior skill set in service to working as a special operative for the Republic they served. Since then, Death's Hand inductees have been found working as special police investigators apprehending criminals across many kingdoms and realms, though some of them have turned against law and order either as vigilantes or criminals themselves.

Strengthened Conditioning

Level 3 Death's Hand Feature

You engaged in rigorous exercise and training to obtain the ability you have. You are typically much stronger than most rogues and yet are also very adept at hiding it. You gain the following benefits. 

  • You gain an unarmored defense equal to 10 + Your Dexterity Modifier + Your Strength Modifier.
  • Your frame strengthens and reinforces, granting one additional hit point per level.
  • Your movement speed increases by 5 feet. It increases by an additional 5 feet at level 9, 13, and 17. 
  • You gain proficiency in athletics and can add your strength modifier to intimidation and deception skill checks.

Deathly Strikes

Level 3 Death's Hand Feature

Your body is your weapon. Your training has allowed you to make your physical blows, called Deathly Strikes, have all of the finesse or force of a weapon strike. All of your limbs count as individual weapons with the light and finesse property for purposes such as two weapon fighting or sneak attack. Since every limb counts as a distinct weapon, you may make a follow-up attack with another limb (i.e. kicking after striking with a hand) as a bonus action but you do not apply your ability modifier to the attack (unless you have the Two-Weapon Fighting feat/fighting style). While you do not have the same amount of power as a monk or pugilist, you target weak spots with precision. Because of the needed focus for this precision, you cannot wield any weapons when using your unarmed strike like this.

You can, however, channel some of your martial training into your unarmed strikes by using a a weapon mastery you known. You emulate the properties of that weapon with your Deathly Strikes. You may only pick one mastery at this level and can only change your mastery on a long rest after practicing kata to hone your focus. You may pick between the Push, Vex, Slow, or Nick property. You may choose additional masteries at level 6, 9, and 12.

Your Deathly Strikes deal 1d4 plus your Dexterity modifier and you are proficient with them. The damage dice increases at level 7, 11, and 15.

Deathly Strike (Nick Property)

When you make an attack with this type of Deathly Strike, you can make another in quick succession as if it were a light weapon attack as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. You do not apply your ability modifier to this attack (unless you have the Two Weapon Fighting feat).

Deathly Strike (Push Property)

If you hit a creature with this Deathly Strike, you focus more force into the blow and can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Deathly Strike (Slow Property)

Your Deathly Strike targets the joints of an enemy, granting it the Slow property, similar to a whip. On hit, the target loses 10 feet of movement speed.

Deathly Strike (Vex Property)

If you hit a creature with this weapon and deal damage to the creature, you focus your attack into knocking the target silly to a degree and wide open to a follow-up attack. You have Advantage on your next attack roll against that creature before the end of your next turn.

Physical Refinement

Level 9 Death's Hand Feature

Your continued training has further bolstered your martial  ability and physicality. You gain the following benefits.

  • Your Deathly Strikes count as magical for the purposes of overcoming resistances.
  • You count as one size larger when determining carrying capacity.
  • By tensing up and focusing, you can actually channel your physical might into sharpened senses. You can add your strength modifier to initiative as long as you are not surprised or incapacitated. 
  • You can use a roll of Athletics instead of inducing a Strength saving throw (DC = 8 + PB + STR Modifier) to determine the DC when attempting to use the grapple or shove option for unarmed strikes.

Cunning Strike Options: Hand to Hand Expertise

Level 9 Death's Hand Feature

Powerful Blow (Cost: 1d6). You reroll sneak attack deals the equal amount of d8s instead of d6s for the remaining dice.
Grappling Strike (Cost: 1d6). You may deal both the damage and grapple option for your Deathly Strike and have advantage when grappling targets of equal size.
Concussive Blow (Cost: 2d6). The target has disadvantage on their next melee attack and has disadvantage on concentration checks to maintain concentration for the rest of the turn.

Doubly Deathly Strikes

Level 13 Death's Hand Feature

Your practice with your techniques has allowed you to blend striking methods together. You can use two weapon masteries in the same Deathly Strike. You cannot use more than four masteries per turn, regardless of how many attacks you make, and cannot use the same mastery twice in the same turn.

Extra Attack

Level 17 Death's Hand Feature

You can attack twice in an attack action. You can still only sneak attack once per turn.

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