Hello! First time poster here! In fact, I created this account just so I could run this build by y'all's critical eyes and see what you thought of it!
While I love the traditional rogue, the sly and dextrous type, I'm open to other ideas and woudln't mind seeing a viable Strength-build character. On the other hand, it still needs to play like a Rogue, and not just be a Fighter with underworld trappings. Also, I wanted it to be balanced with current official options so that it was viable but not twinked out. As such, I did try to error on the side of caution. So with this in mind, I developed the following. Please look it over and let me know what you think. All criticism - constructive or otherwise - is welcome!
(If this is in the wrong area, please let me know and/or move it to the correct forum. Also, I know there are other Strength-builds out there, but I haven't looked at them. I wanted this one to be my own and to get an idea of this one's viability before checking out others' approaches.)
The Ruffian (a Strength-Build Rogue Archetype)
The ruffian is a thief, a con artist, and a sneak, just like any other rogue. But unlike other rogues, ruffians do not shy away from the rougher aspects of the underworld. They are not thuggish fighters, but they are ruthless, efficient, and as brutally violent as they need to be to accomplish whatever mission they have set before them.
Level 3:
Dole it Out, Take it Back
Masters of the art of pain, ruffians gain proficiency in all one-handed/non-Heavy martial melee weapons. They may also use these weapons when conducting a Sneak Attack, and double the weapon’s damage die when doing so.
(Example: A 3rd Lvl. Ruffian with a 16 STR sneak attacking with a longsword would inflict 2d8 (double the longsword damage)+2d6 (their Sneak Attack modifier)+3 (their Strength modifier) in damage.)
Further, ruffians’ background in violence has taught them both to roll with punches as well as to brace and take a hit. They may choose to substitute their STR modifier for their DEX modifier when determining Armor Class, with the same restrictions (ie. Light Armor receives the full modifier, Medium Armor only up to +2 [+3 with Medium Armor Mastery], and Full Armor receives no benefit).
Finally, ruffians may always opt to use their Strength rather than their Charisma for Intimidation checks.
Level 9:
Mugging Mastery
At 9th level, ruffians have become so adept at the art of “forceful withdrawal” from their targets that when conducting a Sneak Attack, they may use a Bonus Action to either make a second attack (without the Sneak Attack bonus) or use their Sleight of Hand skill to pick the victim’s pocket or plant an item on the target. If the Sleight of Hand skill is used, the target has Disadvantage to notice the skill use due to the distraction of the attack.
Level 13:
Frightening Implications
At this level, the ruffian has practiced “aggressive negotiations” enough that they always use Intimidation with Advantage unless something would otherwise make it impossible or Disadvantaged (in which case they use Intimidation as normal). Those intimidated by the ruffian suffer the same penalties as if they were Frightened until the end of the ruffian’s next turn.
Level 17:
Lingering Pain
The ruffian has mastered not only the ability to inflict pain, but also the ability to make that injury linger. They may choose to inflict lingering pain on the target of a successful Sneak Attack, requiring a CON Save against DC (8+Proficiency Bonus+Strength). If the victim fails the save, they immediately gain one level of Exhaustion. The ruffian may do this three times; the ability is reset after a Long Rest.
So... what do you think?
While I love the traditional rogue, the sly and dextrous type, I'm open to other ideas and woudln't mind seeing a viable Strength-build character. On the other hand, it still needs to play like a Rogue, and not just be a Fighter with underworld trappings. Also, I wanted it to be balanced with current official options so that it was viable but not twinked out. As such, I did try to error on the side of caution. So with this in mind, I developed the following. Please look it over and let me know what you think. All criticism - constructive or otherwise - is welcome!
(If this is in the wrong area, please let me know and/or move it to the correct forum. Also, I know there are other Strength-builds out there, but I haven't looked at them. I wanted this one to be my own and to get an idea of this one's viability before checking out others' approaches.)
The Ruffian (a Strength-Build Rogue Archetype)
The ruffian is a thief, a con artist, and a sneak, just like any other rogue. But unlike other rogues, ruffians do not shy away from the rougher aspects of the underworld. They are not thuggish fighters, but they are ruthless, efficient, and as brutally violent as they need to be to accomplish whatever mission they have set before them.
Level 3:
Dole it Out, Take it Back
Masters of the art of pain, ruffians gain proficiency in all one-handed/non-Heavy martial melee weapons. They may also use these weapons when conducting a Sneak Attack, and double the weapon’s damage die when doing so.
(Example: A 3rd Lvl. Ruffian with a 16 STR sneak attacking with a longsword would inflict 2d8 (double the longsword damage)+2d6 (their Sneak Attack modifier)+3 (their Strength modifier) in damage.)
Further, ruffians’ background in violence has taught them both to roll with punches as well as to brace and take a hit. They may choose to substitute their STR modifier for their DEX modifier when determining Armor Class, with the same restrictions (ie. Light Armor receives the full modifier, Medium Armor only up to +2 [+3 with Medium Armor Mastery], and Full Armor receives no benefit).
Finally, ruffians may always opt to use their Strength rather than their Charisma for Intimidation checks.
Level 9:
Mugging Mastery
At 9th level, ruffians have become so adept at the art of “forceful withdrawal” from their targets that when conducting a Sneak Attack, they may use a Bonus Action to either make a second attack (without the Sneak Attack bonus) or use their Sleight of Hand skill to pick the victim’s pocket or plant an item on the target. If the Sleight of Hand skill is used, the target has Disadvantage to notice the skill use due to the distraction of the attack.
Level 13:
Frightening Implications
At this level, the ruffian has practiced “aggressive negotiations” enough that they always use Intimidation with Advantage unless something would otherwise make it impossible or Disadvantaged (in which case they use Intimidation as normal). Those intimidated by the ruffian suffer the same penalties as if they were Frightened until the end of the ruffian’s next turn.
Level 17:
Lingering Pain
The ruffian has mastered not only the ability to inflict pain, but also the ability to make that injury linger. They may choose to inflict lingering pain on the target of a successful Sneak Attack, requiring a CON Save against DC (8+Proficiency Bonus+Strength). If the victim fails the save, they immediately gain one level of Exhaustion. The ruffian may do this three times; the ability is reset after a Long Rest.
So... what do you think?