endlessxaura
2017-12-06, 08:32 AM
So, I've been working on a slew of archetypes for a darker campaign world. One of them is the Scoundrel for the rogue, which focuses on crippling attacks and not-so-subtle crime (ambushes, raids, etc). It's main mechanic is exchanging sneak attack dice on a sneak attack to cause a crippling effect that rides on the sneak attack. My only concern is that it could be easily abused (I think), but then again, that's sort of the point? Where rogues only get one sneak attack per round, the sneak attack needs advantage or "flanking", the crippling attack reduces the damage of the sneak attack, and the crippling effect requires a saving throw failure, I figure that may not be as much of a problem as I think. In any case, here is the archetype. Feel free to tear it apart.
They're called by many names: thugs, brigands, bandits, scoundrels. But, you don't care. So long as you bring home the bounty, anyone hurt along the way is a loser anyway. Ambush, traps, and cheap shots are all fair game when your life is on the line. After all, there's no honor among thieves.
Brutal Sneak Attack. When you choose this archetype at 3rd level, you no longer need to use a finesse or ranged weapon to use sneak attack.
Cripple. At 3rd level, you learn crippling strikes that ride on your sneak attacks.
Cripples. You learn three crippling strikes of your choice, which are detailed under "Crippling Strikes" below. Crippling strikes allow you to apply affects by forgoing some of extra damage of a sneak attack. You may only apply one crippling strike on a sneak attack. If you do not have enough damage dice to forgo with sneak attack, you cannot use the crippling strike until you gain enough extra damage dice.
You learn two additional crippling strikes at 9th level, 13th level, and 17th level.
Saving Throws. All of crippling strikes require your target to make a saving throw to resist the crippling strike's effect. A creature without a discernable anatomy automatically succeeds its Constitution saving throw against crippling strikes. The saving throw DC is calculated as follows: Crippling Strike Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Underground Connections. At 9th level, your life as a scoundrel pays off in contacts and markets. Whenever you attempt to learn something about a humanoid creature, you may spend a day within the town or city where that creature dwells and 25 gp to learn about its history, profession, and affiliations. In addition, you can purchase any illegal mundane item, such as poison, at double its usual price in a city.
Distraction. Starting at 13th level, you can use a bonus action to gesture distractingly toward a creature within your melee reach. The creature must make a Wisdom saving throw against your crippling strike save DC. If it fails, you have advantage on your next attack against the creature until the end of your next turn.
Maiming Strike. At 17th level, your dirty fighting is practically an art. You may increase the duration of any crippling strike to 1 minute. At the end of your turns, the creature can repeat its saving throw against the crippling strike to resist its effect. Once you use this feature, you must finish a short rest before you can use it again.
The crippling strikes are presented in alphabetical order.
Ankle Bite. If you forgo 2d6 sneak attack damage, the creature must make a Strength saving throw or be knocked prone
Arterial Strike. If you forgo any number of d6 sneak attack damage, the creature must make a Constitution saving throw or start bleeding. A bleeding creature takes 1d6 damage for every 1d6 of damage forgone at the start of each of your turns until a creature makes a medicine check against your crippling strike save DC, the bleeding creature reaches 0 HP, or the bleeding creature regains hit points.
Ear Bash. If you forgo 4d6 sneak attack damage, the creature must make a Constitution saving throw or be deafened until the end of your next turn.
Eye Gouge. If you forgo 4d6 sneak attack damage, the creature must make a Constitution saving throw or be blinded until the end of your next turn.
Groin Strike. If you forgo 3d6 sneak attack damage, the creature must make a Constitution saving throw or it can't take bonus actions or reactions until the end of your next turn.
Hair Pull. If you forgo 2d6 sneak attack damage, the creature must make a Strength saving throw or it is restrained until the end of your next turn. The creature must have a head and some significant length of hair coming from that head or it automatically succeeds its saving throw.
Knee Cap. If you forgo 2d6 sneak attack damage, the creature must make a Strength saving throw or the creature's speed is halved until the end of your next turn.
Liver Strike. If you forgo 3d6 sneak attack damage, the creature must make a Constitution saving throw or be poisoned until the end of your next turn.
Lung Puncture. If you forgo 5d6 sneak attack damage, the creature must make a Constitution saving throw or start suffocating. If it takes damage again, it will run out of air. A creature's breathing is restored if a creature makes a medicine check against your crippling strike save DC or it regains hit points.
Mouth Strike. If you forgo 3d6 sneak attack damage, the creature must make a Constitution saving throw or be unable to speak until the end of your next turn.
Nerve Strike. If you forgo 9d6 sneak attack damage, the creature must make a Constitution saving throw or be paralyzed until the end of your next turn.
Temple Bash. If you forgo 7d6 sneak attack damage, the creature must make a Constitution saving throw or be stunned until the end of your next turn.
Throat Jab. If you forgo 5d6 of sneak attack damage, the creature must make a Constitution saving throw or be incapacitated until the end of your next turn.
Wrist Strike. If you forgo 3d6 sneak attack damage, the creature must make a Strength saving throw or it is unable to use that hand until the end of your next turn. If the creature was holding something in that hand, it immediately drops it.
They're called by many names: thugs, brigands, bandits, scoundrels. But, you don't care. So long as you bring home the bounty, anyone hurt along the way is a loser anyway. Ambush, traps, and cheap shots are all fair game when your life is on the line. After all, there's no honor among thieves.
Brutal Sneak Attack. When you choose this archetype at 3rd level, you no longer need to use a finesse or ranged weapon to use sneak attack.
Cripple. At 3rd level, you learn crippling strikes that ride on your sneak attacks.
Cripples. You learn three crippling strikes of your choice, which are detailed under "Crippling Strikes" below. Crippling strikes allow you to apply affects by forgoing some of extra damage of a sneak attack. You may only apply one crippling strike on a sneak attack. If you do not have enough damage dice to forgo with sneak attack, you cannot use the crippling strike until you gain enough extra damage dice.
You learn two additional crippling strikes at 9th level, 13th level, and 17th level.
Saving Throws. All of crippling strikes require your target to make a saving throw to resist the crippling strike's effect. A creature without a discernable anatomy automatically succeeds its Constitution saving throw against crippling strikes. The saving throw DC is calculated as follows: Crippling Strike Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Underground Connections. At 9th level, your life as a scoundrel pays off in contacts and markets. Whenever you attempt to learn something about a humanoid creature, you may spend a day within the town or city where that creature dwells and 25 gp to learn about its history, profession, and affiliations. In addition, you can purchase any illegal mundane item, such as poison, at double its usual price in a city.
Distraction. Starting at 13th level, you can use a bonus action to gesture distractingly toward a creature within your melee reach. The creature must make a Wisdom saving throw against your crippling strike save DC. If it fails, you have advantage on your next attack against the creature until the end of your next turn.
Maiming Strike. At 17th level, your dirty fighting is practically an art. You may increase the duration of any crippling strike to 1 minute. At the end of your turns, the creature can repeat its saving throw against the crippling strike to resist its effect. Once you use this feature, you must finish a short rest before you can use it again.
The crippling strikes are presented in alphabetical order.
Ankle Bite. If you forgo 2d6 sneak attack damage, the creature must make a Strength saving throw or be knocked prone
Arterial Strike. If you forgo any number of d6 sneak attack damage, the creature must make a Constitution saving throw or start bleeding. A bleeding creature takes 1d6 damage for every 1d6 of damage forgone at the start of each of your turns until a creature makes a medicine check against your crippling strike save DC, the bleeding creature reaches 0 HP, or the bleeding creature regains hit points.
Ear Bash. If you forgo 4d6 sneak attack damage, the creature must make a Constitution saving throw or be deafened until the end of your next turn.
Eye Gouge. If you forgo 4d6 sneak attack damage, the creature must make a Constitution saving throw or be blinded until the end of your next turn.
Groin Strike. If you forgo 3d6 sneak attack damage, the creature must make a Constitution saving throw or it can't take bonus actions or reactions until the end of your next turn.
Hair Pull. If you forgo 2d6 sneak attack damage, the creature must make a Strength saving throw or it is restrained until the end of your next turn. The creature must have a head and some significant length of hair coming from that head or it automatically succeeds its saving throw.
Knee Cap. If you forgo 2d6 sneak attack damage, the creature must make a Strength saving throw or the creature's speed is halved until the end of your next turn.
Liver Strike. If you forgo 3d6 sneak attack damage, the creature must make a Constitution saving throw or be poisoned until the end of your next turn.
Lung Puncture. If you forgo 5d6 sneak attack damage, the creature must make a Constitution saving throw or start suffocating. If it takes damage again, it will run out of air. A creature's breathing is restored if a creature makes a medicine check against your crippling strike save DC or it regains hit points.
Mouth Strike. If you forgo 3d6 sneak attack damage, the creature must make a Constitution saving throw or be unable to speak until the end of your next turn.
Nerve Strike. If you forgo 9d6 sneak attack damage, the creature must make a Constitution saving throw or be paralyzed until the end of your next turn.
Temple Bash. If you forgo 7d6 sneak attack damage, the creature must make a Constitution saving throw or be stunned until the end of your next turn.
Throat Jab. If you forgo 5d6 of sneak attack damage, the creature must make a Constitution saving throw or be incapacitated until the end of your next turn.
Wrist Strike. If you forgo 3d6 sneak attack damage, the creature must make a Strength saving throw or it is unable to use that hand until the end of your next turn. If the creature was holding something in that hand, it immediately drops it.