BR:Ruffian

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A bar room brawl breaks out with a Nord.

Ruffian

While most thieves spend their time practicing being unheard and unseen, Ruffians take a different approach. Relying on brute strength and browbeating, rather than finesse and speed, these brash thieves pummel and intimidate their foes into submission.

Ruffian Features
Level Feature
3rd Badger, Bludgeoner
9th Silent Warmonger
13th Dominating Gesture
17th Sucker Punch

Badger

When you choose this archetype at 3rd level, you gain proficiency with the Intimidation skill if you don't already have proficiency with it. You also gain advantage on all attempts to bribe someone.

Bludgeoner

Also at 3rd level, you can now use your Sneak Attack feature with unarmed strikes or with blunt weapons that do not have the heavy, two-handed, or versatile trait. You can roll a d4 in place of the normal damage of your unarmed strike.

Debilitating Strike. Your critical hits with blunt weapons are particularly devastating. When you score a critical hit against a creature when using a blunt weapon or with an unarmed strike, you can apply a debilitating strike to the target. You know the Hamstring debilitating strike at 3rd level and learn one additional debilitating strike at 9th, 13th, and 17th level.

Saving Throws. Some of your debilitating strikes require your target to make a saving throw to resist the strikes effects. The saving throw DC is calculated as follows:

Debilitating Strike DC = 8 + your proficiency bonus + your Agility modifier

Silent Warmonger

At 9th level, your chance to score a critical hit with any attack that meets the conditions of a Sneak Attack increases. You can now critically hit with a roll of 19 or 20.

Dominating Gesture

At 13th level, after you kill a foe, or knock one unconscious, you can use a reaction to make a Personality (Intimidation) check with advantage against another enemy that can see and hear you. On a failed save, the creature has disadvantage on attacks until the end of your next turn.

Sucker Punch

Beginning at 17th level, when you use the Attack action to make a weapon attack on your turn, you can make an unarmed strike as part of that action.

Debilitating Strikes

The debilitating strikes are presented in alphabetical order. If a debilitating strike has prerequisites, you must meet them to learn it. You can learn the strike at the same time that you meet its prerequisites. A level prerequisite refers to your level in the class.

Blackjack

Prerequisite: 17th level, Stunning Strike
The target is knocked unconscious. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect.

Dazing Strike

The target has disadvantage on concentration saving throws for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect.

Enfeebling Strike

The target has disadvantage on attacks for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect.

Hamstring

The target becomes hamstrung and can only move 5 feet for the next minute. The hamstrung creature can make an Agility saving throw at the end of each of it's turns to end the effect.

Paralyzing Strike

Prerequisite: 17th level, Stunning Strike
The target is paralyzed for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect.

Reeling Blow

The target must make a Strength saving throw. On a successful save, the creature is pushed away 10 feet. On a failed save, the creature is also knocked prone.

Stunning Strike

Prerequisite: 13th level
The target is stunned for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect.

Unbalancing Blow

The next attack made against the target before the end of your next turn has advantage.

Vulnerable Strike

Prerequisite: 13th level, Unbalancing Blow
The target is vulnerable to next attack that deals bludgeoning, piercing, or slashing damage to it.