Rogue
Base Class: Rogue

Most criminals are thieves and lurkers in the night. You are too, but to a lesser extent. You haunt dark alleyways and other dark places. You are a thug; a bruiser; an enforcer. You specialise in terror tactics and beating things up. You get what you want through force, at knifepoint, not through pickpocketing. This a Rogue Archetype for Dungeons and Dragons 5th Edition.

Improved Sneak Attack

Starting with 3rd level, you gain proficiency with unarmed strikes, handaxes, clubs, maces, sickles and light hammers. You can treat these weapons as having the finesse property for the purposes of being able to use Sneak Attack with them.

Coercion Tactics

You can you gain double proficiency in Intimidation and can use your Strength modifier in place of your Charisma modifier when making a Charisma (Intimidation) check.

Coercion Tactics

You can you gain double proficiency in Intimidation and can use your Strength modifier in place of your Charisma modifier when making a Charisma (Intimidation) check.

Terrifying Presence

Starting at 9th level, you can use a bonus action to force a creature that can see and hear you within 30 feet to make a Wisdom Saving Throw with a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save, it becomes frightened of you until the end of its next turn.

Brutal Handling

A creature that you are grappling takes bludgeoning damage equal to your Strength modifier at the start of its turn. When you successfully shove a creature, you can both move the target 10 feet and knock it prone, and can also deal bludgeoning damage equal to your Strength modifier.

Terror Feeder

You have advantage on attack rolls against creatures frightened of you. Once per turn, when you hit a frightened creature, you can deal additional psychic damage equal to your Intimidation bonus.

Comments

Posts Quoted:
Reply
Clear All Quotes