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## Roguish Archetype ### Ruffian You've had your fair share of scraps in the streets, and the numerous scuffs have only honed your skills. You've learned that not all fights can be planned for, and knowing how to use your environment to make weapons and cover can save your hide. Stealth and subterfuge are the staples of a Rogue, but Ruffians know that sometimes stealth isn't an option, and they know how to handle themselves when the fists start flying. ### Street Fighting When you take this subclass at 3rd level, you learn one Fighting Style from the fighter class. If another feature would give you this option, the Fighting Style you choose must be one you do not already know. ### Dirty Tricks Also at 3rd level, when you use your Cunning Action, you may instead choose from the list below: - You throw debris into the face of an opponent. A creature within 10 feet makes a DC 12 Constitution saving throw or becomes blinded till the beginning of their next turn or until hit with an attack. This feature only works on creatures with eyes. - You use an unwilling creature as cover. You attempt to grapple one adjacent creature your size or smaller. While grappling a creature this way, you have half cover, and a creature that misses you with an attack must make a new attack roll with disadvantage against the grappled creature. - You create or repair a makeshift weapon using materials around you, if available. This weapon deals 1d6 Slashing, Piercing or Bludgeoning damage and has the Finesse property. You are proficient with this weapon. YOu may have up to 2 makeshift weapons at a time. ### Jury-Rigged At 9th level, your hastily constructed weapons are of higher quality. You may add your proficiency bonus to the damage rolls of Makeshift Weapons you create with your Cunning Action, and the weapon may be made with either the Reach or Light property. Additionally, after landing an attack with your Makeshift Weapon, you may have the weapon intentionally break, creating shrapnel and dealing an additional 1d8 piercing damage, rendering the weapon useless till repaired. ### Streetwise Starting at 13th level, you are immune to being surprised, and you have advantage on any perception or insight checks made to notice criminal intent or activity. Additionally, you have learned to create distractions and obstacles using your environment. As an action, you use surrounding objects and debris to create a 10x10 square of difficult terrain starting adjacent to you. A creature that falls prone in this area must use all of their movement to stand up. A creature can spend their action to clear the difficult terrain. ### Wild Brawl Beginning at 17th level, whenever you take the attack action, you may make one additional attack against another creature within range. If the first attack had advantage, you may use your bonus action to make another attack against the original target, without advantage.
**Created By:** *Underpaid_Goblin, Shortburn* **Art By:** *[Yama Orce](https://www.deviantart.com/yamao)* **Published By:** *Re-brew*
Re-Brew | Ruffian