Ruffian (5e Subclass)
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While other rogues are sneaky and charismatic, you take a much more intimidating and direct approach. Bandits, highwaymen, enforcers and muggers are the ones who typically embrace this archetype. You’re adept at smashing doors and cracking skulls, but not only are you skilled at dishing out pain; you’re used to your fair share of punishment as well. You scoff at the butter knives and shivs used by other rogues and instead prefer heavier weapons better equipped to breaking bones and destroying property.
At 3rd level, you gain proficiency with the maul, warhammer, flail and medium armor. In addition wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
Starting at 3rd level, you may now use your Sneak Attack with the maul, warhammer or flail instead of just finesse and ranged weapons.
Your fighting ability has been honed by years of hard living and dirty fighting, using unsavory methods you aim to intimidate lesser foes into failure. Beginning at 9th level when you hit a creature with a melee weapon attack, your target must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or have disadvantage on attack rolls until the end of their next turn. Creatures immune to the frightened condition are also immune to the effect of this feature. You can use this feature a number of times equal to your Strength modifier, and you regain all expended uses of it when you finish a long rest.
Smash & Break
At 13th level due to your focus on brute force you become adept at breaking and smashing objects, usually doors and windows. When you make a melee attack against an object you ignore half of it's damage threshold, if the object has no damage threshold then you instead deal double damage to any such object. In addition you become proficient in Strength saving throws.
At 17th level, when a target is unawares and you hit them, you hit them hard. Whenever you successfully hit a creature with Sneak Attack using a maul, warhammer or flail the target must succeed on a Constitution saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be stunned until the end of your next turn. You can use this feature a number of times equal to your Strength modifier, and you regain all expended uses of it when you finish a long rest.