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The Thug, A Subclass for Strength Rogues
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<blockquote data-quote="Hillsy7" data-source="post: 7197804" data-attributes="member: 6689191"><p>Correct. Couple this with the Tavern Brawler feat, and a grappling rogue with a bonkers Athletics score (Expertise, man!) can sneak attack, grab, drop (via Shove) and pin almost anything (Because of opposed rolls, your chances are increased depending on the opponents Athletics, which many Monsters do not have as a skill). At which point the opponent always attacks with disadvantage, and the rogue attacks with advantage (sneak attack) AND can use uncanny dodge to half damage AND the monster cannot escape without a grapple check/shove contest which eats the action and is unlikely to succeed.</p><p></p><p>Like I said you can roll out the maths and have a level 9 Grappling Rogue solo a CR 8 Frost giant for the resource cost of 1 enlarge potion/spell (And that's only so they can actually grapple something that large) and 1 healing spell depending on how the rolls go (Frost giant makes 2 attacks against an AC17 Rogue with a +9. 48% chance of 1 hit and 12 damage, 18% of 2 hits and 37 damage....averaging out to 12.5 Damage per turn)</p><p></p><p>To put that in perspective - a level 9 Rogue (with 18 STR, 14 CON, 14 DEX and a +1 Sword & Breastplate) with 1 attack can drop a Huge creature with 23 Strength, 140 HP, twice as many attacks, a +9 to hit, and a weapon that does 3d12+4, assuming he wins the first grapple check (Which he does about 77% of the time thanks to advantage from enlarge). If he doesn't, he might need a decent heal spell.</p><p></p><p>That's bonkers, and that's already before any archetype bonuses to grappling specifically for a grappling archetype.</p><p></p><p>See <a href="http://www.enworld.org/forum/showthread.php?468737-The-Grappler-s-Manual-(2-0)-Grappling-in-5th-Edition" target="_blank">The Grappler's Manual</a> for more details</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7197804, member: 6689191"] Correct. Couple this with the Tavern Brawler feat, and a grappling rogue with a bonkers Athletics score (Expertise, man!) can sneak attack, grab, drop (via Shove) and pin almost anything (Because of opposed rolls, your chances are increased depending on the opponents Athletics, which many Monsters do not have as a skill). At which point the opponent always attacks with disadvantage, and the rogue attacks with advantage (sneak attack) AND can use uncanny dodge to half damage AND the monster cannot escape without a grapple check/shove contest which eats the action and is unlikely to succeed. Like I said you can roll out the maths and have a level 9 Grappling Rogue solo a CR 8 Frost giant for the resource cost of 1 enlarge potion/spell (And that's only so they can actually grapple something that large) and 1 healing spell depending on how the rolls go (Frost giant makes 2 attacks against an AC17 Rogue with a +9. 48% chance of 1 hit and 12 damage, 18% of 2 hits and 37 damage....averaging out to 12.5 Damage per turn) To put that in perspective - a level 9 Rogue (with 18 STR, 14 CON, 14 DEX and a +1 Sword & Breastplate) with 1 attack can drop a Huge creature with 23 Strength, 140 HP, twice as many attacks, a +9 to hit, and a weapon that does 3d12+4, assuming he wins the first grapple check (Which he does about 77% of the time thanks to advantage from enlarge). If he doesn't, he might need a decent heal spell. That's bonkers, and that's already before any archetype bonuses to grappling specifically for a grappling archetype. See [URL="http://www.enworld.org/forum/showthread.php?468737-The-Grappler-s-Manual-(2-0)-Grappling-in-5th-Edition"]The Grappler's Manual[/URL] for more details [/QUOTE]
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