Rogue: Enforcer

This week I present a simple homebrew that still packs a punch: a Strength-based Rogue. The Enforcers intimidate people and see through their lies,  useful when you must enforce contracts and laws or collect from people. They might not always be the ones to resort to violence first, but they certainly are skilled at it, and have mastered whacking people with a club. You can find the PDF below, and the text if you can’t. Enjoy!

Enforcers

Enforcers are brutish individuals who work as mercenaries or thugs who enforce debts and contracts from criminal organizations. Cities also use them to keep the peace with a stick.

Tools of the Trade

At 3rd level, you become proficient with medium armor, shields and improvised weapons and you deal 1d6 damage with them. You can also use your class feature Sneak Attack with improvised weapons, unarmed strikes, and any simple weapon which deals bludgeoning damage.

Soft Words, Big Stick

Also at 3rd level, you can intimidate people with a single gaze, a few words or even a simple gesture.

As a bonus action, you can intimidate a creature that you can see and that can see you within 30 feet. They must make a Wisdom saving throw against a DC equal to 8 + your proficiency modifier + your Strength modifier. On a success, they are frightened of you until the end of your next turn.

Additionally, when you make an Intimidation (Charisma) check, you can use your Strength modifier instead.

Night-Night

At 9th level, you whack people pretty hard on their head. When you hit a creature with a sneak attack that inflicts bludgeoning damage, they must make a Constitution saving throw against a DC equal to 8 + your proficiency modifier + your Strength modifier. On a failure, they are stunned until the end of their next turn.

You can use this feature a number of times equal to your Strength modifier, and regain all uses after a long rest.

B.S. Detector

At 13th level, you’ve seen it all. No lies can get past you. When you make an Insight check to detect falsehood, a Perception check to look for a hidden creature or an Investigation check to see through a possible illusion, you can add +5 to the roll. Additionally you have advantage on saves against Illusion and Enchantment spells.

Big Stick, Big Stick

At 17th level, when you hit a creature frightened of you with a sneak attack, you can inflict maximum damage. If you do, its frightened condition’s duration is extended by 1 minute and it can’t make saving throws to end the effect.

PDF.

Art Credit: Ultimate Price by Karl Kopinski.

 

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