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Ruffian

Some rogues, especially those descended from the larger, bulkier races favor a more direct approach than their lithe, graceful counterparts in the trade. Ruffians make a living as criminal enforcers, extorting the proprietors of their honest earnings in exchange for “protection”. If met with resistance, they usually begin by breaking a few objects, and failing that, breaking a few kneecaps - using the first available piece of merchandise at hand to do so.

Crush ‘Em

When you select this roguish archetype at 3rd level, you gain proficiency with the flail, greatclub, light hammer, mace, and morningstar. You are also proficient with improvised weapons similar to these weapons.   Additionally, your unarmed strikes deal no less than 1d4 damage. While wielding any of these weapons or making an unarmed strike:
  • You can make a Sneak Attack even if the weapon lacks the Finesse property.
  • When you hit an object, you deal an additional damage to it equal to half your rogue level.

Dirty Fighting

Also at 3rd level, when you make a Sneak Attack against a creature no more than 1 size category larger than you with a Crush ‘Em weapon, you can use your Cunning Action to perform a Low Blow. You learn two Low Blows of your choice, choosing from the options below.   Some Low Blows require the target to make a saving throw to resist the its effects. The saving throw DC is calculated as follows:   Low Blow save DC = 8 + your proficiency bonus + your Strength modifier   You can perform two Low Blows, and regain expended uses of them when you finish a short or long rest.   You learn new Low Blows and gain additional uses of them at 9th and 13th Level.

Low Blows

  • Blind/Deafen. The target makes a Constitution saving throw. If they fail, they are blinded until the start of your next turn, or deafened for up to 1 minute (your choice). If deafened, the target makes a new saving throw saving throw at the end of each of their turns, ending the effect on a success.
  • Hamstring. The target makes a Strength saving throw. If they fail, their movement speed is reduced by half for 1 minute. The effect ends if the target regains any missing hit points.
  • Knockdown. The target makes a Dexterity saving throw. If they fail, they are knocked prone. If the target attempts to stand up within your reach, you can use your reaction to make an attack of opportunity against them.
  • Stagger. The target makes a Constitution saving throw. On a failed save, the creature loses its reaction and spends its action on its next turn retching or reeling. Creatures that don not need to breathe or are immune to paralysis automatically succeed on this saving throw.

Shakedown

At 9th level, you learn to constantly shift your position, and make the most of your leverage, in and out of combat to get what you want. You gain the following benefits:
  • You add warhammers and mauls to your list of available Crush ‘Em weapons.
  • You have advantage on Charisma (Intimidation) checks you make while holding Crush ‘Em weapons.
  • You learn a third Low Blow

Send ‘Em to the Hospital

At 13th level, you can rough up anything or anyone you can get your hands on. You gain the following benefits:
  • When you are grappling a creature, you can use your Cunning Action to begin to use that creature as an improvised shield, granting a +2 bonus to your Armor Class. This bonus lasts until the target is released from your grapple. For the duration, if an attack misses you, you can use your reaction to cause the grappled creature to become the target of the attack.
  • You learn a fourth Low Blow and can perform three Low Blows.

Send ‘Em to the Morgue

At 17th level, you can make the most of a nearby opponent’s failures. When a creature misses you with an attack, you can use your reaction to attack it with a Crush ‘Em weapon you are holding. If it hits, you can choose to immediately perform one Low Blow against your attacker, without expending a use of them.

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