Base Class: Rogue
The slums at the water’s edge in Skyfall, known as the Dregs, are some of the most dangerous locales in the city. To get here, one must have been extremely unlucky, but to survive here, one must be resilient, tough, and a bit dangerous themselves. The Dregs Lowlife is no simple gutter thief, but a tough-as-coffin-nails, pull-no-punches scrapper who refuses to lie down under any circumstances.
Use What's Handy
Upon selecting this archetype at 3rd level, you gain proficiency with martial weapons and intimidation checks. Additionally, sneak attack no longer requires a finesse weapon for you, and can even be used with improvised weapons, as long as the weapon doesn’t require two hands.
Don't Mess With Me
At 3rd level, your deadly blows strike fear into your enemies. When you kill and opponent in combat, you can immediately make an intimidation check on an opponent of your choice that can see you. That opponent must make a Wisdom saving throw with the DC equal to your intimidation check result. On a failed check, that foe becomes frightened until the end of your next turn. If you attack an opponent frightened by you this way, any weapon hits are automatically critical hits.
Dirty Fighting
By 9th level, you have become adept at back alley fighting. If you deal sneak attack damage with a melee weapon to a creature on your turn, you can use a bonus action to make a grapple attempt against that enemy. You may use either Athletics or Acrobatics on the grapple attempt. If you attack an opponent with the grappled condition, the damage qualifies for sneak attack.
Kick Them When They're Down
Beginning at 13th level, you deal additional damage to creatures that are grappled, restrained, incapacitated, stunned, or paralyzed. This additional damage is equal to twice your Dexterity or Strength modifier (whichever is higher).
I Said Stay Down
At 17th level, your grappling abilities reach a new level. As an action, you can make a grapple check against an opponent you already have grappled. On a successful check, the target must make a Constitution saving throw. On a failed saving throw, the target becomes paralyzed for 1 minute. On a successful saving throw, there is no effect. The paralyzed creature can make a new saving throw at the end of each of their turns to end the effect.
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