Rogue
Base Class: Rogue

A Factotum is a quintessential jack-of-all-trades- a rogue who hasn't been specialized in the ways of the assassin, nor the thief or scout, a Factotum has an answer to every situation using their clever maneuvers and tactics. They take an almost studious approach to their duties, delighting in finding the best way to solve a situation.

Oblique Tactician

3rd level Factotum feature

Your prowess in stealth, trickery, and tactics have allowed you to formulate a set of maneuvers that can get you out of any sticky situation, or into them, depending on what's necessary at the time. You learn two tactics when you gain this feature- these tactics can be used when the feature designates, generally after performing your Sneak Attack feature or performing a specific action or ability check. You gain tactics points equal to your proficiency bonus, and you regain these tactics points on a long rest.

If a tactic requires the enemy to make a saving throw, they do so against your Tactics save DC, which is equal to 8 + your proficiency bonus + your Wisdom modifier.

Clever Tactics

3rd level Factotum feature

You gain two tactics from the following list. You learn one additional tactic at 5th, 9th, 13th, and 17th level.

Canvas Area

When you make a successful Perception check to examine the layout of an area, you can use this tactic to gain advantage on Stealth checks in that area for the next minute. In addition, you have advantage on History checks to recall information about that area, and advantage on tools such as Cartographer's Tools or Painter's Supplies to attempt to illustrate the area.

Chokehold

You can use this action after performing your Sneak Attack feature on a successful weapon attack. As a bonus action, you can use this tactic to attempt to grapple the target, using your Acrobatics instead of your Athletics to attempt the grapple. On a successful contested roll, you grab hold of the target and grapple them. While they are grappled, you have advantage on all weapon attacks against them, and they have disadvantage on weapon attacks against you. In addition, if they fail to escape using their action, you can make an opportunity attack on them using your reaction.

Cripple

When you apply your sneak attack to a weapon attack you make on your turn, you can use this tactic as part of the attack and reduce the target's speed by half, also giving them disadvantage on Dexterity saving throws, until the end of your next turn.

Dodge and Weave

When you take the Dodge action on your turn, you can use this tactic to make one weapon attack as part of the action. You can apply your Sneak Attack damage to this attack, even if it wouldn't otherwise apply.

En Garde

You can use this tactic as a bonus action. Enemies cannot gain advantage against you from flanking, the Pack Tactics feature, or being obscured in any way. This effect lasts for one minute.

Execution

When you drop a creature to 0 HP using a weapon attack, you can use this tactic to force all creatures of your choice within 40 feet of you to make a Wisdom saving throw against your Tactics DC. On a failed save, they are frightened until the end of their next turn and must use all of their movement to move away from you.

Mutilate

You can use this feature when you apply your Sneak Attack feature to a weapon attack you've made on your turn. You can force the enemy to make a Constitution saving throw against your Tactics DC- on a failed save, they take 2d6 additional damage of the weapon's type and have disadvantage on weapon attacks until the end of their next turn.

Reversal

As a reaction when a creature hits with a melee weapon attack against you, you can use this tactic as a reaction to force the enemy to make a Strength save against your Tactics DC. This twists their attack around, causing the damage they would have dealt to you to be dealt to them instead.

Terrifying Blow

You can use this feature when you apply your Sneak Attack on a weapon attack that's part of the Attack action.. You can force another enemy you can see within 15 feet of the target to make a Wisdom saving throw against your Tactics DC- if they fail the Wisdom saving throw, you can make a weapon attack against them as a bonus action.

Towering Insight

When you make a successful Insight check against another creature's Deception or Persuasion roll, you can use this tactic to gain advantage on all further Insight checks against that creature until your next long rest. As well as this, you gain advantage on Intimidation and Persuasion checks against that creature.

Brutal Strikes

3rd level Factotum feature

Your Sneak Attack feature can now be performed with any weapon that doesn't have the heavy or two-handed property.

Style and Substance

9th level Factotum feature

When you perform a Clever Tactic that requires you to use your Sneak Attack feature to activate it, you can grant 2d6 temporary hit points to creatures you can see within 60 feet. You can grant these temporary hit points to a number of creatures equal to your Wisdom modifier, and in addition, you can cleanse each of these creatures of an effect that is causing them to be charmed or frightened. You can perform this feature once per long rest.

At 17th level, you gain an additional use of this feature.

Grandmaster

13th level Factotum feature

Your weapon attacks score critical hits on rolls of 19 or 20.

You regain one tactics point upon scoring a critical hit.

Mental Domination

17th level Factotum feature

After you successfully perform three separate occurrences of your Sneak Attack feature on a target, you gain advantage on all attack rolls against them until the end of your next long rest. This advantage cannot be negated by effects that cause disadvantage or remove advantage.

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