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The Brute and The Thug
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<blockquote data-quote="Minigiant" data-source="post: 6382171" data-attributes="member: 63508"><p>You want to rogue up your fighter or fighter up your rogue in meaningful ways? Here are two subclasses for you.</p><p></p><p>The Roguish Archetype for the Rogue: The Brute</p><p>The Martial Archetype for the Fighter: The Thug</p><p></p><p></p><p><span style="font-size: 15px"><strong>BRUTE</strong></span></p><p><em>You concentrate your talents in the arts of intimidation and menace. Gang enforcers, mob bosses, and bullies fit this archetype, as do some members of law enforcement and detection. You complement your speed and coordination with expertise of verbal investigation and physical handling of valuable targets.</em></p><p></p><p><strong>BONUS PROFICIENCIES</strong></p><p>When you choose this archetype at the 3rd level, you gain proficiency with medium armor and the forgery kit.</p><p></p><p> <strong>RUFFIAN</strong></p><p>Starting at the 3rd level, you can treat all one handed simple weapons which deal bludgeoning damage such as a club, mace, or unarmed strike as a finesse weapon. </p><p></p><p><strong>KIDNAPPER</strong></p><p>Starting at the 9th level, you gain skill at negating an enemy's senses when wrestling. When you are grappling a creature, you can use the bonus action granted by you Cunning Action to cover the creature's eyes, ears, or mouth with your hands. As long as the creature is grappled by you, the creature is blinded, deafened, or cannot speak. </p><p>In addition if the creature has a bite attack, it cannot use if until the grapple ends.</p><p><strong></strong></p><p><strong>GATHER INFORMATION</strong></p><p>At level 13, you can spend a few hours in a well populated area gathering information. After three hours of socializing, you know all the area's major and local news and the locations of important places, items, and people.</p><p>If there is a specific location, item, rumor. or person you wish to find and that information is hard to find or has a reason to be withheld, you can spend three more hours and make a Charisma (Intimidation) check against the Dexterity (Stealth) or Wisdom (Insight) of the easiest to find person who has this information to extract it.</p><p><strong></strong></p><p><strong>BRUTAL ATTACK</strong></p><p>When you reach the 17th level, you become the champion of the first strike. On the first and second round of any combat, you can attack twice instead of once, whenever you take the Attack action. </p><p></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>THUG</strong></span><em></em></p><p><em>The Thug does not shy away from any tactic or weapon. Those who follow follow this road mixes brute force with a bit of craftiness and opportunism. Thugs learn from the street, pits, and arenas over formal schools, military training, or masters of the weapon art. Despite the name, not all thugs are hooligans and troublemakers. Some are gladiators, vigilantes, and combat veterans who use their craftiness to get ahead in battle.</em></p><p><strong></strong></p><p><strong>FLANKER</strong></p><p>Starting when you chose this archetype at level 3, your weapon attacks deal an additional 1d4 damage if the target has another enemy within 5ft of it, that enemy isn't incapacitated, and you didn't have disadvantage to your attack roll. At the 18th level, this damage increase to 2d4. </p><p></p><p><strong>INVESTIGATOR</strong></p><p>At the 7th level, you gain proficiency in Investigation and Deception skills. In addition, your proficiency bonus for these skills are doubled trying to detect the truth of someone's words and actions or hiding the truth of your own.</p><p></p><p><strong>WHATEVER'S AVAILABLE</strong></p><p>At the 10th level, you gain a +2 bonus to attack rolls with simple weapons and improvised weapons.</p><p><strong></strong></p><p><strong>DEFENSIVE ATTACK</strong></p><p>At the 15th level, whenever you take a Dash or Disengage action, you can make one weapon attack as a bonus action.</p><p><strong></strong></p><p><strong>GRISLY DISPLAY</strong></p><p>At the 18th level, your blows become exceptionally gruesome. Once per turn, when you score a critical hit or reduce a creature to 0 hit points, each enemy who could see the attack must make a Wisdom saving throw or be frightened. The DC is equal to 8 + your proficiency bonus + your Strength, Dexterity, or Charisma modifier. </p><p></p><p>Even if a creature make a saving throw, the violent act is distracting and all attacks against them have advantage until the end of your next turn. Once a creature succeeds in a saving throw against this class feature, they are immune to it for 24 hours. </p><p></p><p>If a creature fails a saving throw against this feature three times within a 24 hour time span, they are wrecked by fear and frightened for 30 days or until cured. </p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong>Thoughts into Design.</strong></span></p><p>Rogue subclasses are mostly utility based except for at the start and the end.</p><p>Fighter subclasses are mostly combat based expect for a few bits of noncombat here and maybe there.</p><p>The brute subclass act as a way into running Strength based rogues with feature for medium armor and grappling.</p><p>The thug subclass act as a way to play more skillful fighters, expands a fighter's viable attack options, and opens up cunning tactics.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6382171, member: 63508"] You want to rogue up your fighter or fighter up your rogue in meaningful ways? Here are two subclasses for you. The Roguish Archetype for the Rogue: The Brute The Martial Archetype for the Fighter: The Thug [SIZE=4][B]BRUTE[/B][/SIZE] [I]You concentrate your talents in the arts of intimidation and menace. Gang enforcers, mob bosses, and bullies fit this archetype, as do some members of law enforcement and detection. You complement your speed and coordination with expertise of verbal investigation and physical handling of valuable targets.[/I] [B]BONUS PROFICIENCIES[/B] When you choose this archetype at the 3rd level, you gain proficiency with medium armor and the forgery kit. [B]RUFFIAN[/B] Starting at the 3rd level, you can treat all one handed simple weapons which deal bludgeoning damage such as a club, mace, or unarmed strike as a finesse weapon. [B]KIDNAPPER[/B] Starting at the 9th level, you gain skill at negating an enemy's senses when wrestling. When you are grappling a creature, you can use the bonus action granted by you Cunning Action to cover the creature's eyes, ears, or mouth with your hands. As long as the creature is grappled by you, the creature is blinded, deafened, or cannot speak. In addition if the creature has a bite attack, it cannot use if until the grapple ends. [B] GATHER INFORMATION[/B] At level 13, you can spend a few hours in a well populated area gathering information. After three hours of socializing, you know all the area's major and local news and the locations of important places, items, and people. If there is a specific location, item, rumor. or person you wish to find and that information is hard to find or has a reason to be withheld, you can spend three more hours and make a Charisma (Intimidation) check against the Dexterity (Stealth) or Wisdom (Insight) of the easiest to find person who has this information to extract it. [B] BRUTAL ATTACK[/B] When you reach the 17th level, you become the champion of the first strike. On the first and second round of any combat, you can attack twice instead of once, whenever you take the Attack action. [SIZE=4] [B]THUG[/B][/SIZE][I] The Thug does not shy away from any tactic or weapon. Those who follow follow this road mixes brute force with a bit of craftiness and opportunism. Thugs learn from the street, pits, and arenas over formal schools, military training, or masters of the weapon art. Despite the name, not all thugs are hooligans and troublemakers. Some are gladiators, vigilantes, and combat veterans who use their craftiness to get ahead in battle.[/I] [B] FLANKER[/B] Starting when you chose this archetype at level 3, your weapon attacks deal an additional 1d4 damage if the target has another enemy within 5ft of it, that enemy isn't incapacitated, and you didn't have disadvantage to your attack roll. At the 18th level, this damage increase to 2d4. [B]INVESTIGATOR[/B] At the 7th level, you gain proficiency in Investigation and Deception skills. In addition, your proficiency bonus for these skills are doubled trying to detect the truth of someone's words and actions or hiding the truth of your own. [B]WHATEVER'S AVAILABLE[/B] At the 10th level, you gain a +2 bonus to attack rolls with simple weapons and improvised weapons. [B] DEFENSIVE ATTACK[/B] At the 15th level, whenever you take a Dash or Disengage action, you can make one weapon attack as a bonus action. [B] GRISLY DISPLAY[/B] At the 18th level, your blows become exceptionally gruesome. Once per turn, when you score a critical hit or reduce a creature to 0 hit points, each enemy who could see the attack must make a Wisdom saving throw or be frightened. The DC is equal to 8 + your proficiency bonus + your Strength, Dexterity, or Charisma modifier. Even if a creature make a saving throw, the violent act is distracting and all attacks against them have advantage until the end of your next turn. Once a creature succeeds in a saving throw against this class feature, they are immune to it for 24 hours. If a creature fails a saving throw against this feature three times within a 24 hour time span, they are wrecked by fear and frightened for 30 days or until cured. [SIZE=3][B]Thoughts into Design.[/B][/SIZE] Rogue subclasses are mostly utility based except for at the start and the end. Fighter subclasses are mostly combat based expect for a few bits of noncombat here and maybe there. The brute subclass act as a way into running Strength based rogues with feature for medium armor and grappling. The thug subclass act as a way to play more skillful fighters, expands a fighter's viable attack options, and opens up cunning tactics. [/QUOTE]
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