Roguish Archetype: Bandit

Sticky Fingers

At 3rd level, you've come to find that you simply can't keep your hands off of other people's things,

As an action, you can attempt to take something a creature within 5ft is holding or has on their person so long as there is another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you have a free hand.

When you do this, you must make a Dexterity (Slight of Hand) check contested by a Strength (Athletics) or Dexterity (Acrobatics) check from your target. If your roll is higher, you take the item you targeted with a free hand. The target has advantage on this roll if they are holding the item you attempt to take. You cannot take items that are being worn

Strength In Numbers

At 9th level, you've learned the ultimate tactic of bandits: Ganging up on enemies.

As a reaction to an ally successfully making a weapon attack against hostile creature, you can make a weapon attack against the same creature. This attack deals extra damage equal to your Sneak Attack dice.

Additionally, as a bonus action, you can distract a creature within 5ft of you empower the next attack on that target. When you do this, the next attack on the target deals extra damage equal to half of your Sneak Attack dice rounded up. You can do this three times, regaining all expanded uses upon taking a short rest.

Hit and Run

At 13th level, you have perfected your bandit strategies. You hit your targets quick, get out quicker.

Whenever you hit a hostile creature with a melee attack or take something from them with Sticky Fingers, they cannot make attacks of opportunity against you or your allies until the end of their next turn. Additionally, you ignore difficult terrain when you take the Dash action.

Dirty Tricks

At 17th level, you learn five Dirty Tricks. Some of your Dirty Tricks require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows.

Dirty Trick Save DC = 8 + your proficiency bonus + your Dexterity modifier

Additionally, choose one Dirty Trick to be your Signature Trick. A Signature Trick gains additional effects.

Dirty Tricks

Pocket Sand As an action, you throw sand or another small, coarse substance at the eyes of a target within 5 feet. The target must make a Dexterity Saving Throw, becoming Blinded on a failure. The target must spend an action to clear their eyes of sand and remove the Blinded condition.

If this is your Signature Trick, you have gained the ability to use glass dust in place of sand or other small, coarse materials. Glass dust deals 1d4 slashing damage to the target when they use an action to clear their eyes. Additionally, the target takes 1 damage at the beginning their turn for an amount of turns equal to your proficiency bonus.

Ankle Breaker By expanding all of your movement on this turn, you can zig zag in place finished by a sudden change in direction. As the opponent tries to anticipate your movements, they must make a Dexterity saving throw or become prone,

If this is your Signature Trick, you must only expand half of your movement to do this Dirty Trick. Additionally, as an action, you can hold your opponent down so long as they are no more than one size larger than you. When you do this, you automatically grapple them.

Meatshield As a reaction to a weapon or spell attack targeting you, you can target a creature within 5ft of you. The target must make a Strength saving throw, becoming the target of the attack or spell as you push them into the line of fire. If this is your Signature Trick, the attack that triggered this ability deals double damage to enemies and half damage to allies.

If this is your Signature Trick, the attack that triggered this ability deals double damage to enemies and half damage to allies.

Tactically Placed Strike As an action, you make a weapon attack against your opponent in a particularly vulnerable spot. This attack deals no damage, but on a hit the target must make a Constitution saving throw. On a failure, the target is stunned until the end of your next turn. Once you perform this Dirty Trick on a creature, they are immune to it for one hour.

If this is your Signature Trick, the target becomes Paralyzed instead of Stunned. This Paralysis overcomes resistance to the Paralyzed condition.

Stop Hitting Yourself As an action, you can defy all expectations and force an enemy to hit themselves with their own weapon. When you do this, you force the enemy to make a Strength or Dexterity saving throw. If they fail, you make an attack roll with whatever weapon they are holding. If they are proficient with the weapon, you are considered proficient with it. Additionally, you can use your Strength or Dexterity modifier or theirs, whatever is higher.

If this is your Signature Trick, the saving throw is at Disadvantage and the attack deals extra damage equal to your Sneak Attack dice.

Made by: MarkoPolio/DooganDarrgan