Rogue
Base Class: Rogue

Among the least trustworthy, even among the scum and villainy of the lower recesses of society, there are those whose are considered the worst types. Covert operators will use whatever underhanded tactics they believe will help them gain the most. Their scruples have been lost to time and experience. 

Hand Beneath the Table

At 3rd level, you gain the experience required to subtly work your feats of hand skill. You can use the bonus action granted by your Cunning Action to give yourself a bonus to your next Dexterity (Sleight of Hand) or Dexterity (Thieves' Tools) check this turn equal to your Charisma modifier. In addition, you gain proficiency with the poisoner's kit.

 

Dirty Fighting

At 3rd level, your lack of scruples has given you access to a way to fight that most others wouldn't dare to think of. When you roll damage for your Sneak Attack feature, you can roll 2d6 damage fewer dice in order to instead disable your opponent. The DC required to save against your dirty fighting is equal to 8 + your proficiency bonus + your Charisma modifier. You may choose from the following options:

Bleeding Strike

You know how to cut an opponent to really hurt them. The target must make a Constitution saving throw or bleed for 1 minute. At the start of each of the target's turns, if it is bleeding, it takes 1d6 necrotic damage. It can make this saving throw at the end of each of its turns to end this effect. This ability has no effect on undead, constructs or creatures that do not need blood to live.

Blinding Shot

You direct your strike at your opponent's eyes, causing them to be blinded. The target must make a Constitution saving throw or be blinded for 1 minute. It can make this saving throw at the end of each of its turns to end this effect.

Hamstring Strike

You cut at your target's foundation, causing them to limp away. The target must make a Dexterity saving throw or have its speed be reduced by half for 1 minute.

Expert Poisoner

At 9th level, your mastery of poison has increased your efficiency in their use. When applying a contact, ingested or inhaled poison, you only need half the amount of poison for it to be an effective dose. When using an injury poison, the poison remains potent for longer, allowing you to deliver the poison twice with a single dose.

Shadow Slip

At 13th level, you've found your way in the dark. When you are in an area of dim light or darkness, you can use your Cunning Action to hide as a bonus action, even if you have no cover or if you're under observation.

Cheap Shot

At 17th level, you gain the ability to disable an opponent completely with a swift hit in a weak spot. When you would deal damage to a target using your Sneak Attack feature, in addition to the damage, you can choose to use this feature. The target must make a Constitution saving throw equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is stunned until the end of your next turn.

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