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Rogue, Thug. Homebrew subclass
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<blockquote data-quote="Kinematics" data-source="post: 9520111" data-attributes="member: 6932123"><p>If I were to craft a Thug subclass...</p><p></p><p>Subclass features for Rogue are at levels 3, 9, 13, and 17. 3 to 9 is a big gap, so you need something fundamental there that's going to carry the subclass through most common play levels.</p><p></p><p>Treating all simple weapons as having Finesse achieves the goal of making them valid Sneak Attack options, but I think works against the idea of the Thug being designed more for a Strength build. I'd simply add:</p><p></p><p>3A) You may use any simple weapon, or an attack with an Unarmed Strike, to perform a Sneak Attack.</p><p></p><p>When considering two-handed or versatile weapons used in two hands, I think I'm OK letting them work, since simple weapons never go above 1d8 damage, and you can already get that with a rapier. I don't think giving them proficiency in martial weapons, or the ability to Sneak Attack with most martial weapons, really fits.</p><p></p><p>The largest benefit here is the extra weapon masteries this opens up. (Sap, Slow, Push, and Topple for melee)</p><p></p><p>Medium armor and shield proficiency is fine.</p><p></p><p>3B) You have proficiency in medium armor and shields.</p><p></p><p>A couple minor features that seemed to match the Thug theme:</p><p></p><p>3C) You have advantage on Intimidation checks. You have advantage on saves made to resist being knocked prone.</p><p></p><p>As far as initiative goes, rather than boosting initiative, I'm thinking of flipping the Assassin's early attack option. This is also sort of in place of the HP boost, which I'm less keen on.</p><p></p><p>3D) You are resistant to any non-psychic damage from attacks made before your turn in the first round of combat.</p><p></p><p>So a lower initiative is actually not too bad. And a Thug doesn't really bring to mind "fast reactions" anyway. But soaking damage they can do. Meat shield scout, sally forth!</p><p></p><p>I'll grant that there are issues with the fact that, if the attacks happen before you move, you're far less likely to be in position to be attacked in the first place (unless you're the leading scout), which may make this less useful than it first appears. It's also less useful for ambushes/stealth, but again, that's not really the Thug's role.</p><p></p><p>Because of those limits, though, I figured resisting all damage types (aside from psychic) was fine.</p><p></p><p>EDIT: This also makes using Alert to take you <em>down</em> the initiative line an interesting choice. Other origin feats like Tavern Brawler or Tough can also be reasonably useful for different styles of play, and still fit the theme.</p><p></p><p>After that, [USER=7040132]@Mirrorrorrim[/USER] 's ideas sounded fine.</p><p></p><p>Level 9: Let them use Cunning action to make another attack.</p><p>Level 13: A Fear effect of some sort.</p><p>Level 17: Daze and Knockout cost 2 less Sneak Attack Dice to use. (Daze costs 0 and Knockout costs 4).</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9520111, member: 6932123"] If I were to craft a Thug subclass... Subclass features for Rogue are at levels 3, 9, 13, and 17. 3 to 9 is a big gap, so you need something fundamental there that's going to carry the subclass through most common play levels. Treating all simple weapons as having Finesse achieves the goal of making them valid Sneak Attack options, but I think works against the idea of the Thug being designed more for a Strength build. I'd simply add: 3A) You may use any simple weapon, or an attack with an Unarmed Strike, to perform a Sneak Attack. When considering two-handed or versatile weapons used in two hands, I think I'm OK letting them work, since simple weapons never go above 1d8 damage, and you can already get that with a rapier. I don't think giving them proficiency in martial weapons, or the ability to Sneak Attack with most martial weapons, really fits. The largest benefit here is the extra weapon masteries this opens up. (Sap, Slow, Push, and Topple for melee) Medium armor and shield proficiency is fine. 3B) You have proficiency in medium armor and shields. A couple minor features that seemed to match the Thug theme: 3C) You have advantage on Intimidation checks. You have advantage on saves made to resist being knocked prone. As far as initiative goes, rather than boosting initiative, I'm thinking of flipping the Assassin's early attack option. This is also sort of in place of the HP boost, which I'm less keen on. 3D) You are resistant to any non-psychic damage from attacks made before your turn in the first round of combat. So a lower initiative is actually not too bad. And a Thug doesn't really bring to mind "fast reactions" anyway. But soaking damage they can do. Meat shield scout, sally forth! I'll grant that there are issues with the fact that, if the attacks happen before you move, you're far less likely to be in position to be attacked in the first place (unless you're the leading scout), which may make this less useful than it first appears. It's also less useful for ambushes/stealth, but again, that's not really the Thug's role. Because of those limits, though, I figured resisting all damage types (aside from psychic) was fine. EDIT: This also makes using Alert to take you [i]down[/i] the initiative line an interesting choice. Other origin feats like Tavern Brawler or Tough can also be reasonably useful for different styles of play, and still fit the theme. After that, [USER=7040132]@Mirrorrorrim[/USER] 's ideas sounded fine. Level 9: Let them use Cunning action to make another attack. Level 13: A Fear effect of some sort. Level 17: Daze and Knockout cost 2 less Sneak Attack Dice to use. (Daze costs 0 and Knockout costs 4). [/QUOTE]
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