Rogue
Base Class: Rogue

You've learned to take the path of least resistance and offer no apologies. There's no "honor" in this world—only winners and losers—and you are prepared to do whatever it takes to win. Gamblers, punks, streetfighters and thugs usually follow this archetype, but so do bodyguards, mercenaries and bouncers. You rely on your brute force, improvising your offense and defense and cut throat tactics to overcome obstacles. 

Dirty Shot

Starting at 3rd level, once per turn, you can deal an extra 1d6 damage to one creature you hit with a melee attack if they have a condition (excluding being invisible) when you are unarmed or using a bludgeoning weapon you are proficient in.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Dirty Shot replaces Sneak Attack. 

Shakedown

When you choose this archetype at 3rd level, you can add your strength modifier to your intimidation checks as well as your charisma. 

When you successfully intimidate someone with information or goods you are requesting, they may give you even more information or goods just to appease you (at your DM's discretion). 

Hoodlums get -5 to Persuasion.

Skullduggery

Starting at 9th level, as a bonus action, you may throw or kick sand into the eyes (if they have eyes) of a creature causing 1d4 rounds of blindness. You may only use Skullduggery once per encounter.

Juke

By 13th level, you have become a nimble, unpredictable combatant. As your move action, you may outmaneuver all creatures adjacent you by making both an athletics and acrobatics skill check of 20. If successful, creatures that are adjacent move 5 ft. in a random direction (the order is selected by the DM). To determine the direction, roll a d8 and assign a direction to each die face. Creatures that would end in an already occupied space become prone. 

Bean

Once you reach 17th level, you can distract your opponent, leaving them wide open to really ring their bell. Before you make a melee attack when you are unarmed or using a bludgeoning weapon you are proficient in, you can choose to take a -5 penalty to the attack roll, then make a DC 20 Deception check. If the check succeeds and the attack hits, the creature is stunned for 1 round. 

 

Previous Versions

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1/28/2020 4:17:55 PM
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1/28/2020 4:19:25 PM
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