Ruffian (5e Subclass)

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Ruffian[edit]

Rogue Archetype

Warriors that fight unarmed, but instead of using skill, as a monk, they use strength and endurance. Ruffians are often cruel, not often sober brawlers that use their muscle and what little skill they pick up from fighting to get by. Some are thugs, others bar-room fighters, but all are destructive and violent.

Ruffians work well in combination with healers, who further increase their staying power, and skilled characters, because ruffians are lacking in such things. Against enemies that have staying power similar to his own, coupled with high enough damage output, he is outmatched, but against enemies with less staying power, or less damage per strike, especially unarmed ones, he thrives. As he progresses in levels he learns to use his environment to his advantage.

Ruffians are not the most pious people in the world, but they often worship gods of strength, battle, drink, and chaos. They often worship Kord, Erythnul, and Gruumsh. They almost never worship lawful gods or gods of magic. They will get along well with other rogues, who's mentality and abilities both complement their own. They do not often get along well with righteous or scholarly types, like Paladins, Wizards, and especially most Clerics, who are both pious and .

Ruffians wade into melee immediately, acting as a tank and an offensive component. They will often catch enemies by surprise, but the planning ends there. Against single opponents, they try to grapple it.

Ruffians in the World[edit]

The only reason men use swords is 'cause they is stupid.
—Bolluk, Orc Ruffian

Ruffians are found in Pubs and fight clubs of civilized lands, as well as everywhere in the savage lands.

Daily Life: Ruffians typically spend the day looking for a good fight. They will gravitate towards fight clubs in which bets are held, with the intent of betting on themselves.

Organizations: Ruffians of the savage lands have no affiliation with each other, but multiple ruffians in civilized lands will congregate in fight clubs, both underground and overt, both illegal and sanctioned.

NPC Reactions: Most refined npcs, especially monks, will view Ruffians as inferior folk whose only skill is being over-muscled. Skilled characters like rogues will interpret the Ruffians lack of subtlety as incompetence. Both these types will eat their words any time the Ruffian has a chance to show off his impressive skills.

Ruffian Features[edit]

Blinding Spittle

At 3rd level, you can launch blinding spittle at any opponent within 10 feet of you that is up to one size larger than you or smaller. You can use your Cunning Action to make a melee weapon attack against a target. You are proficient with this attack. On a hit, the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be blinded until the start of it's next turn.

Brutal Strike

Starting at 3rd level, you can use a d6, instead of the normal damage for your unarmed strikes, and for attacks with simple or improvised weapons. In addition, you don't need advantage on the attack roll to use your Sneak Attack against a creature if you hit it with an unarmed strike, a simple weapon, or an improvised weapon, and you don't have disadvantage on the attack roll.

The damage dice for your brutal strikes increases to 1d8 at 5th level, 1d10 at 11th level, 1d12 at 17th level and 2d8 at 20th level.

Brawler

Also at 3rd level, a ruffian gains the ability to brawl their opponents. You can use your bonus action granted by your Cunning action to attempt to grapple a creature. If you hit a creature with an unarmed strike, you can make an unarmed strike as part of your Cunning Action if you use it this turn.

In addition, you can bull-rush an opponent. You can attempt to shove a creature as part of the same action used to Dash if you move at least 20 feet before doing so. Whenever you successfully bull-rush a creature, you can deal bludgeoning damage to it equal to twice your proficiency bonus. If you haven't used your Sneak Attack against a creature this turn, you can use it against the target of the shove.

Finally, your AC while not wearing armor is equal to 13 + your Constitution modifier.

Wreck the Place

Starting at 9th level, when you successfully grapple or shove a target that is adjacent to a wall, piece of furniture, or other obstacle, you can smash the target into said obstacle, dealing bludgeoning damage to both equal to two rolls of your brutal strike dice. If you haven't used your Sneak Attack against a creature this turn, you can use it against the target of the grapple or shove.

Using Your Head

When you reach 13th level, you can make a swift headbutt against an adjacent enemy. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to make an unarmed strike against that creature. If you deal damage, the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the end of your next turn.

Once you successfully use this feature, you can’t use it on the same creature again until you roll initiative.

Bring it on!

Starting at 17th level, you have no fear even when surrounded by opponents or fighting big foes. The first time you take damage each round, you gain a +2 bonus to AC, and resistance to bludgeoning, piercing, and slashing damage until the end of your next turn, after the damage is dealt. Additionally, while you are adjacent to two or more hostile creatures, you gain a +2 bonus to AC, and you have resistance to the damage of those creatures.

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