Rogue
Base Class: Rogue

As a mighty orc has the advantage over the skinny halfling, towering his small victim with his massive body, he prepares to bring down his huge ax to slice this young rogue in two. But he didn't expect the little creature to throw the contents of his hard liquor bottle in his eyes, blinds him instantly and causing him to miss his shot. The orc barely has time to regain his sight when he feels this same bottle shatter against a sensitive part of his shoulder which causes him to collapse to his knees while the halfelin gives the final blow with his bottle a weapon as fatal as a dagger.

The expert trickster is able to get out of dire straits by using cunning and the surrounding environment. Some see in their way of fighting a deceit and a desire to win that defies all honor, preferring to use dirty tricks and target sensitive parties rather than fight within established rules.

Improvisation expert

Starting at 3rd level, you are proficient with improvised weapons, and for you, Tiny and Small objects are considered as lights and finesses weapons. Also, you can use yours Tiny improvised objects as a thrown weapon with a reach of 20/60 and deal d4 damage when yours Small weapons deal a d6 damage (the type of damage depending on the improvised weapon used according to the GM).

Dirty Ruse

When you choose this archetype at 3rd level, you can throw something liquid (like alcohol or water) or powdery (like sand or flour) into your opponents eyes as a bonus action as long as you have something to throw at you. When you did it, your opponents must make a Dexterity Save or be blinded until your next turn. 

Also, you can do the same as a reaction to impose disadvantage on attack rolls on an enemy 5 feet away from you.

Your Dirty Ruse save DC equals 8 + your proficiency bonus + your Intelligence modifier.

You can use this ability a number of times equal to twice your Intelligence modifier.

Clever maneuvers

Starting at 9th level, when you succeed in making a Sneak Attack, you can use one of the following three maneuvers:

  • The creature must make a Strength Save, if it fails, it falls prone, as long as the creature is Large or smaller. Your blow was so surprising that your opponent lost his balance.
  • The creature must make a Dexterity Save, if it fails, his movements are reduced by 5 feet. Your blow hit a sensitive spot and crippled your target.
  • The creature must make a Constitution Save, if it fails, the creature bleeds, taking 1d6 damage at the start of a turn each time it bleeds. Your blow hit an artery or organ that is vital for blood circulation.

Your Clever maneuvers save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Merciless

By 13th level, when you attack a creature that suffers a condition, you have advantage on attack rolls (if the condition doesn't already give one) and you can roll half the number of Sneak Attack dice for your level (round up) and add it at your Sneak Attack if you hit.

Everything to win

When you reach 17th level, you have become adept at making your opponents have a very bad time. If you hit a creature suffering a condition who has less than half of his Hit Points, it gain a level of Exhaustion.

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