Jamie Van Doren
Villager
I looked all around at the various Thug, Brute, Dirty Fighter builds (credit where credit is due appears at the end). SO, I can't take full credit. Essentially what I did was edit the builds and take some good features from some and rewrote others. (EDIT: it actually ended up being a LOT of rewriting)
Note: I Realize this is probably overpowered compared to the PHB archetypes, but compared to some of the spellcasters I don't think it is (please don't let this devolve just because of that comment, ha ha).
Anyway, I'll also put it in the downloads section (once I figure out how). Feel free to comment. I realize some things probably needed to be moved around, or reworded. But I think I've just been too close to it.
You'll note that while there are a few features, I don't think they are too overpowered (hopefully).
Here we go:
RUFFIAN
A thickly muscled half-orc springs from the shadows, snatching the nobleman and muffling his cry with a well-placed hand. He drags him quietly back into the darkened recesses of the narrow alley where his friends are waiting. A human female in a half plate stands, arms crossed, next to the fast talking halfling. When the guardsman comes threateningly close, she punches him with her mailed fist sending him unconscious to the ground. The dwarf roams through the shopkeeper’s store. “It’d be a shame if something were to happen to you and the missus. Oh, now this is a nice fine looking watch!” The shopkeeper bows fawningly as he tells the dwarf to please take it, as a gift.
Not all rogues are quick and cunning. Some have learned the tough lessons of the street, and come to understand the dog eat dog nature of the world. They focus their training on brutal attacks - fighting dirty in order to survive the dangerous world around them. Enforcers, kidnappers, thugs, and other hired muscle often follow this archetype, which is the cornerstone of many a thieves guild. Untrained in the fancy techniques of the fighter, the ruffian relies on brute force, intimidation, and cheap shots to get the job done.
Bonus Proficiencies
When you choose this archetype at the 3rd level, you gain proficiency with medium armor and improvised weapons.
No Holds Barred
At 3rd level, everything around you can become a deadly weapon. You may apply your sneak attack damage to attacks made with improvised weapons that were not on your person at the start of your turn. When you hit a creature with one of these weapons, and apply sneak attack damage, if the item is fragile it is destroyed (e.g. mugs, chairs, pixies, etc).
Also, your unarmed strikes are considered light weapons and now do 1d4 bludgeoning damage.
At 9th level you may use your unarmed strikes for sneak attacks.
Kidnapper
Starting At the 3rd level, you can further incapacitate your enemy when wrestling. When you are grappling a creature, you can cover the creature's eyes or mouth with your hands. As long as the creature is grappled by you, the creature is blinded if you cover the eyes or silenced (cannot speak) or bite if you cover the mouth.
If you attempt to grapple a surprised target, you do so with advantage. You are then able to apply sneak attack damage. Furthermore, you do not incur any movement penalties as a result of grappling as long as the target is your size category or smaller.
At 9th level, once you have successfully grappled a target, you have advantage on rolls to maintain your grapple.
At 13th level you may apply your unarmed strike damage against a grappled target every round you maintain your grapple. Furthermore, you may use your reaction to apply sneak attack damage against your target, even when the target is not surprised.
Menacing Presence
At 9th level, you become more intimidating. You gain proficiency in Charisma (Intimidate) if you do not already have it. You may also add your Strength modifier to your Charisma modifier when making Intimidate checks.
In addition, you may use the bonus action granted by your Cunning Action to make an Intimidate check. Targets who are intimidated by your Menacing Presence are frightened of you until the end of your next turn.
Extortion
Starting at 9th level, you are able to force people into giving you what you want. If you successfully use the intimidation skill against a creature that can see you, that creature (regardless of if it is hostile or not) acts as if under the effects of the Friends cantrip. For the next minute, if the creature can understand you, you and your allies have advantage on persuasion and deception checks made against that creature.
This is not a true magical effect and represents attempts by the target to placate you and avoid harm. The creature knows it has been coerced and may be hostile towards you in future encounters. Some individuals may try to seek revenge.
Fight Dirty
At 13th level, when you successfully hit a target no more than one size larger than you with an unarmed strike, you force the target to make a Constitution saving throw (DC 8+your proficiency modifier + your Strength modifier). On a failed save, the target takes damaged and is stunned until the end of your next turn or is blinded for a number of rounds equal to your strength modifier. You can use this ability once per short or long rest.
Vicious Killer
When you reach the 17th level, you may make a vicious attack. Once per short or long rest, you can attack twice instead of once when you take the Attack action. If you target the same creature with both attacks and you applied sneak attack damage to the first attack, then you are able to apply it to the second as well.
Additionally, you deal an extra die of weapon damage whenever you hit a creature that has the condition: blinded, stunned, prone, incapacitated, or frightened.
------------------------------------------------------------------------
Special thanks and credit goes to:
Richard Howard for his build - http://richplayingitforward.blogspot.com/2015/01/5th-edition-builds-rogue-thug.html
Human Paragon 3 for this build - http://www.giantitp.com/forums/archive/index.php/t-386489.html
Sieje for - https://vale-1.obsidianportal.com/wikis/rogue-ruffian
Brinze_Johnson for - http://www.reddit.com/r/DnD/comments/2bma7f/5th_editionhomebrew_rogue_thugs_subclass_brutal/
And last but not least, Minigiant for this build - http://www.enworld.org/forum/showthread.php?362054-The-Brute-and-The-Thug
OH, and this......
New Weapon
Brass Knuckles Cost: 3 gp Damage: 1d4 (1d6)* Weight: 1 lb. Properties: Light
*individuals with proficiency in unarmed strikes are do 1d6 instead of 1d4 damage when wielding brass knuckles. This is still considered an unarmed strike.
Note: I Realize this is probably overpowered compared to the PHB archetypes, but compared to some of the spellcasters I don't think it is (please don't let this devolve just because of that comment, ha ha).
Anyway, I'll also put it in the downloads section (once I figure out how). Feel free to comment. I realize some things probably needed to be moved around, or reworded. But I think I've just been too close to it.
You'll note that while there are a few features, I don't think they are too overpowered (hopefully).
Here we go:
RUFFIAN
A thickly muscled half-orc springs from the shadows, snatching the nobleman and muffling his cry with a well-placed hand. He drags him quietly back into the darkened recesses of the narrow alley where his friends are waiting. A human female in a half plate stands, arms crossed, next to the fast talking halfling. When the guardsman comes threateningly close, she punches him with her mailed fist sending him unconscious to the ground. The dwarf roams through the shopkeeper’s store. “It’d be a shame if something were to happen to you and the missus. Oh, now this is a nice fine looking watch!” The shopkeeper bows fawningly as he tells the dwarf to please take it, as a gift.
Not all rogues are quick and cunning. Some have learned the tough lessons of the street, and come to understand the dog eat dog nature of the world. They focus their training on brutal attacks - fighting dirty in order to survive the dangerous world around them. Enforcers, kidnappers, thugs, and other hired muscle often follow this archetype, which is the cornerstone of many a thieves guild. Untrained in the fancy techniques of the fighter, the ruffian relies on brute force, intimidation, and cheap shots to get the job done.
Bonus Proficiencies
When you choose this archetype at the 3rd level, you gain proficiency with medium armor and improvised weapons.
No Holds Barred
At 3rd level, everything around you can become a deadly weapon. You may apply your sneak attack damage to attacks made with improvised weapons that were not on your person at the start of your turn. When you hit a creature with one of these weapons, and apply sneak attack damage, if the item is fragile it is destroyed (e.g. mugs, chairs, pixies, etc).
Also, your unarmed strikes are considered light weapons and now do 1d4 bludgeoning damage.
At 9th level you may use your unarmed strikes for sneak attacks.
Kidnapper
Starting At the 3rd level, you can further incapacitate your enemy when wrestling. When you are grappling a creature, you can cover the creature's eyes or mouth with your hands. As long as the creature is grappled by you, the creature is blinded if you cover the eyes or silenced (cannot speak) or bite if you cover the mouth.
If you attempt to grapple a surprised target, you do so with advantage. You are then able to apply sneak attack damage. Furthermore, you do not incur any movement penalties as a result of grappling as long as the target is your size category or smaller.
At 9th level, once you have successfully grappled a target, you have advantage on rolls to maintain your grapple.
At 13th level you may apply your unarmed strike damage against a grappled target every round you maintain your grapple. Furthermore, you may use your reaction to apply sneak attack damage against your target, even when the target is not surprised.
Menacing Presence
At 9th level, you become more intimidating. You gain proficiency in Charisma (Intimidate) if you do not already have it. You may also add your Strength modifier to your Charisma modifier when making Intimidate checks.
In addition, you may use the bonus action granted by your Cunning Action to make an Intimidate check. Targets who are intimidated by your Menacing Presence are frightened of you until the end of your next turn.
Extortion
Starting at 9th level, you are able to force people into giving you what you want. If you successfully use the intimidation skill against a creature that can see you, that creature (regardless of if it is hostile or not) acts as if under the effects of the Friends cantrip. For the next minute, if the creature can understand you, you and your allies have advantage on persuasion and deception checks made against that creature.
This is not a true magical effect and represents attempts by the target to placate you and avoid harm. The creature knows it has been coerced and may be hostile towards you in future encounters. Some individuals may try to seek revenge.
Fight Dirty
At 13th level, when you successfully hit a target no more than one size larger than you with an unarmed strike, you force the target to make a Constitution saving throw (DC 8+your proficiency modifier + your Strength modifier). On a failed save, the target takes damaged and is stunned until the end of your next turn or is blinded for a number of rounds equal to your strength modifier. You can use this ability once per short or long rest.
Vicious Killer
When you reach the 17th level, you may make a vicious attack. Once per short or long rest, you can attack twice instead of once when you take the Attack action. If you target the same creature with both attacks and you applied sneak attack damage to the first attack, then you are able to apply it to the second as well.
Additionally, you deal an extra die of weapon damage whenever you hit a creature that has the condition: blinded, stunned, prone, incapacitated, or frightened.
------------------------------------------------------------------------
Special thanks and credit goes to:
Richard Howard for his build - http://richplayingitforward.blogspot.com/2015/01/5th-edition-builds-rogue-thug.html
Human Paragon 3 for this build - http://www.giantitp.com/forums/archive/index.php/t-386489.html
Sieje for - https://vale-1.obsidianportal.com/wikis/rogue-ruffian
Brinze_Johnson for - http://www.reddit.com/r/DnD/comments/2bma7f/5th_editionhomebrew_rogue_thugs_subclass_brutal/
And last but not least, Minigiant for this build - http://www.enworld.org/forum/showthread.php?362054-The-Brute-and-The-Thug
OH, and this......
New Weapon
Brass Knuckles Cost: 3 gp Damage: 1d4 (1d6)* Weight: 1 lb. Properties: Light
*individuals with proficiency in unarmed strikes are do 1d6 instead of 1d4 damage when wielding brass knuckles. This is still considered an unarmed strike.
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