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*Dungeons & Dragons
The Thug, A Subclass for Strength Rogues
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<blockquote data-quote="Ilbranteloth" data-source="post: 7193460" data-attributes="member: 6778044"><p>My version is a fighter, but I'll be taking a closer look at yours too. Here's mine in case you're interested:</p><p></p><p><strong>Thug</strong></p><p>A thug is typically a self-trained brute that doesn't waste their time with tricks and such. Hit first, and hit hard. Honorable fighting doesn't keep you alive on the street or in the underworld. Winning does.</p><p></p><p><strong>Cheap Shot</strong></p><p>Beginning at 3rd level, you are always looking for an opportunity to exploit. You have advantage on an melee attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Due to your focus on your target when using this ability, all other hostile creatures have advantage on attacks against you until the start of your next turn.</p><p></p><p><strong>Sucker Punch</strong></p><p>If you score a critical hit with a melee attack, you can make an immediate unarmed strike with advantage as a reaction. The damage from the unarmed strike is added to the DC when the target makes a saving throw against your critical hit.</p><p></p><p><strong>Violent Coercion</strong></p><p>Starting at 7th level, you are an imposing figure that can inspire fear in others. You add your Strength modifier to your Intimidation checks. As an action, you can attempt to intimidate any target within 30 feet that you can see that has taken damage from you. The target must make a Wisdom saving throw or be frightened. The target may make another saving throw at the end of each turn to end the condition. If the target succeeds on the saving throw, they cannot be affected by your ability for 24 hours.</p><p></p><p><strong>Dirty Fighter</strong></p><p>Starting at 10th level, your save DC for the following special maneuvers is 10 + your attack modifier: blind, choke/garrote, groin, head/sap, lasso, trip, and any other "dirty trick" you do not have disadvantage on your attack roll when you attempt to use these maneuvers.</p><p></p><p><strong>Kick Them When They're Down</strong></p><p>At 15th level, you're prepared to take advantage of any weakness. Whenever a creature within 5' of you that you can see is knocked prone or is incapacitated, you can use your reaction to make one weapon attack against the prone target.</p><p></p><p><strong>Imposing Brute</strong></p><p>Starting at 18th level, creatures have disadvantage when attempting to save against your Violent Coercion.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7193460, member: 6778044"] My version is a fighter, but I'll be taking a closer look at yours too. Here's mine in case you're interested: [B]Thug[/B] A thug is typically a self-trained brute that doesn't waste their time with tricks and such. Hit first, and hit hard. Honorable fighting doesn't keep you alive on the street or in the underworld. Winning does. [B]Cheap Shot[/B] Beginning at 3rd level, you are always looking for an opportunity to exploit. You have advantage on an melee attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Due to your focus on your target when using this ability, all other hostile creatures have advantage on attacks against you until the start of your next turn. [B]Sucker Punch[/B] If you score a critical hit with a melee attack, you can make an immediate unarmed strike with advantage as a reaction. The damage from the unarmed strike is added to the DC when the target makes a saving throw against your critical hit. [B]Violent Coercion[/B] Starting at 7th level, you are an imposing figure that can inspire fear in others. You add your Strength modifier to your Intimidation checks. As an action, you can attempt to intimidate any target within 30 feet that you can see that has taken damage from you. The target must make a Wisdom saving throw or be frightened. The target may make another saving throw at the end of each turn to end the condition. If the target succeeds on the saving throw, they cannot be affected by your ability for 24 hours. [B]Dirty Fighter[/B] Starting at 10th level, your save DC for the following special maneuvers is 10 + your attack modifier: blind, choke/garrote, groin, head/sap, lasso, trip, and any other "dirty trick" you do not have disadvantage on your attack roll when you attempt to use these maneuvers. [B]Kick Them When They're Down[/B] At 15th level, you're prepared to take advantage of any weakness. Whenever a creature within 5' of you that you can see is knocked prone or is incapacitated, you can use your reaction to make one weapon attack against the prone target. [B]Imposing Brute[/B] Starting at 18th level, creatures have disadvantage when attempting to save against your Violent Coercion. [/QUOTE]
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The Thug, A Subclass for Strength Rogues
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