Brutal Scoundrel

A path for rogues.

You are a warrior first, and unlike an assassin, you don’t go out of your way to hide from your enemies, on the contrary, looking into their eyes and seeing fear is part of how you work. Your quarry’s are those who are chased, wanted or have information you require. You tally not with those who disobey the tenants you stand for, whether they are the laws of a city, the precepts of a church, or the dictates of a crime lord. Those who adhere to this archetype are diverse: hired bodyguards, soldiers, spies, vigilantes, thugs, and even specially anointed priests trained to exterminate or capture the enemies of their deity. In general, you want your enemies to see you coming. You want them to tremble with fear as you close in for the kill. Your weapons are mightier than any pen, and you aren’t brought in to negotiate with your quarry, only to extract information or rectify their wrong doing with a swift death. You are, for the most part, an adventurer who is periodically asked to complete tasks that requires your brand of ruthlessness.

Intimidating Stance

You can use your Strength modifier in place of your Charisma modifier for any Intimidation checks you make.

If you're holding a weapon, you can use a bonus action to intimidate a creature that can hear and see you within 30 feet. The creature must make a Wisdom saving throw (DC set by your Intimidation roll). If the creature fails, it has disadvantage on attack rolls until successfully hitting you for damage.

Brutal Combat

You are used to a more physically-intense form of combat than most rogues.

  • You are not disadvantaged with Stealth checks while wearing medium armor.
  • You may wield one-hand weapons in your offhand.
  • You may use a Cunning Action or offhand attack to grapple.
  • You may use a Cunning Action to shove.
  • Any time you roll a 1 on a Sneak Attack damage die, you may re-roll that die. You must use the new roll.

Resolve

You gain resistance to damage from opportunity attacks, and if an enemy makes an opportunity attack against you, you gain advantage against that enemy until the end of your next turn.

Interrogator

Starting at 13th-level, you can force a creature to tell you the truth. You use your action to interrogate a creature who can see, hear and understand you. It must make a Charisma saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed save, a creature can’t speak a deliberate lie until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the creature until the end of your next turn. You know whether the creature succeeds or fails on its saving throw. An affected creature is aware of this effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Brutal Strike

Starting at 17th level, you become adept at placing your strikes so they cause horrific pain. When you attack and hit a creature, it must make a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature is paralyzed until the end of your next turn. Once you use this feature, you must complete a short rest or a long rest before you can use it again.

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