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View Full Version : Feedback pls: The Stealth Enforcer



Spartan_MD
2019-12-16, 05:02 AM
Base class Rogue


You might be a thug wielding a club, a Little John type rogue spinning a staff, a spear striking Oberyn Martell or Locke Lomorra’s right hand man, Jean Tannen, wielding the dark sisters, hurling the dreaded hatchets at foes. You’re a boon to a infiltration team, able to assist your fellow stealth mates making them a bit more effective in applying the trade.

Ruffian Fighter
You gain the ability to gain sneak attack with one additional weapon you are proficient with as long as it does not have the heavy quality. If it is a versatile martial weapon you may only wield it one handed.
You gain proficiency with shields.

You gain one Fighting style. You can’t take a Fighting Style option more than once, even if you later get to choose again. Choose one of the following options
Defense


While you are wearing armor, you gain a +1 bonus to AC.



Dueling


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.



Two-Weapon Fighting


When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Lookout
Once, as your action, an ally within 30 ‘ who is able to see you can roll a d4 and add the number rolled to either Acrobatics, Athletics, Investigation, Perception, Sleight of Hand, Stealth and Thieves’ tools.

Enforcer Toughness
At 3rd level , you gain 3 hit points to your hit point maximum and this increases by 1 every time you gain a level in the subclass.

Extra Attack
Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Jaw
By 13th level, you have learned to withstand hefty blows and stay upright. You have advantage on saving throws against being paralyzed, knocked prone, or stunned.

Brutal Strike
At level 17, when you damage a creature in melee combat the damage dice you roll that come up 1’s count as 2’s instead.

da newt
2019-12-16, 10:22 AM
Iron Jaw ought to be debuffed to only apply to physical attacks to stay with the theme.

Toughness will make these guys equivalent to D10 hp classes. Maybe +1 to CON would be more balanced?

Otherwise looks like a nice Fighter/Rogue MC that doesn't slow SA progression and other rogue lvl feats.