Thug (5e Subclass)
From D&D Wiki
This material is published under the OGL 1.0a. |
|
Thug
The thug is a street fighter, a survivor who learns to mix brute force with a bit of craftiness. Despite the name, not all thugs are mere hooligans – many are crafty veterans who use their knowledge of the streets to gain an advantage against their opponents.
This subclass has two variants. One is a fighter martial archetype, intended to give the fighter a more of a roguish bent, and the other is a rogue roguish archetype, intended to give the rogue more of a martial bent. They can be used side-by-side, and when creating a thug, you should choose the base class that best fits your character, depending on whether that character emphasizes the martial side of things or the crafty side.
Martial Archetype
- Streetwise
When you choose this archetype at 3rd level, you gain proficiency in one skill, choosing from the skills Deception, Investigation, Persuasion, or Sleight of Hand.
- Sneak Attack
Starting from when you choose this archetype at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per round, you can deal a extra damage to one creature you hit with an attack if you have advantage on the attack roll. To determine this extra damage, roll a number of d4's equal to half your fighter level rounded up. The attack must use a melee weapon wielded in one hand or a ranged weapon, and you must not be wearing a type of armor that gives you disadvantage on your Dexterity (Stealth) checks, such as scale mail.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
- Evasion
Starting at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You cannot use this class feature if you are wearing heavy armor.
- Supreme Sneak
Starting at 10th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
- Blindsense
Starting at 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
- Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Roguish Archetype
- Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with medium armor, shields, and all martial weapons.
- Fighting Style
When you choose this archetype at 3rd level, you also adopt a particular style of fighting as your specialty. Choose one fighting style from the list available to the fighter class. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Underhanded Strike
Starting from when you choose this archetype at 3rd level, you don't need the Finesse property on a weapon to use your Sneak Attack if that weapon is being wielded in one hand. All other restrictions for that class feature still apply.
- Remarkable Athlete
Starting at 9th level, you can add half your proficiency bonus rounded up to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
- Indomitable
Beginning at 13th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 17th level.
Back to Main Page → 5e Homebrew → Character Options → Subclasses