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### Roguish Archetype At 3rd level, a rogue gains the Roguish Archetype feature. Here is a new option for that feature: the Enforcer. ### Enforcer Unscrupulous methods and brash discourse are the tools of your trade. An enforcer will often use a combination of psychological manipulation and physical force to control the situation at hand. Rogues of this archetype are usually bouncers, bodyguards, street thugs, or mercenaries. #### Disabling Blow When you choose this archetype at 3rd level, you can use your subtle strikes as precision instruments to gain the upper hand. When you would deal sneak attack damage, you can reduce the extra damage by two die (2d6) to add an additional effect. Only one of the following effects can be applied per sneak attack: * **Daze.** The creature can't take reactions until the beginning of your next turn. * **Delay.** The creature’s movement speed is reduced by 10 feet until the beginning of your next turn. * **Disorient.** The creature has disadvantage on its first attack roll before the beginning of your next turn. * **Distract.** The next attack roll against the target by an attacker other than you has advantage if the attack is made before the beginning of your next turn. #### Coercive Tactics Starting at 3rd level, you can use the bonus action granted by your Cunning Action to attempt to pressure an enemy to remain close or at bay through apposite gestures and astute remarks. Choose a creature you can see within 30 feet of you. If the creature can see or hear you, it must make a Charisma or Wisdom saving throw (their choice) against a DC equal to 8 + your proficiency bonus + your Charisma modifier. Creatures immune to being charmed, immune to being frightened, or with Intelligence 3 or lower automatically succeed on this saving throw. On a failure, the creature can't willingly move closer to you or further away from you (your choice) until the end of your next turn. On a successful save, the creature is immune to this effect for 24 hours. #### Confirmed Suspicion By 9th level, your constant vigilance and understanding of common criminal exploits clues you to situations that might prove dangerous and keeps you ever ready for action. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of poisons and traps. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can move normally on your first turn and use the bonus action granted by your Cunning Action. \columnbreak
Art: Midday in Balmora by Minomi9
Character: Vernon Roche of Witcher 3 by CD Projekt
#### Lackeys At 13th level, your formidable reputation or imposing demeanor has caused some to view you as a point of solidarity and leadership, whether true or misguided. The people that choose to follow you as part of this feature look to you for approval and direction and are called your lackeys. You can have a number of lackeys up to your Charisma modifier (minimum one lackey). After each week in a populated area, such as a village, town, or city, you can gain up to 1 + 1d4 untrained hirelings as your lackeys. When you would gain these lackeys, you can make a Charisma check against DC 20. On a success, you can gain one skilled hireling, such as a bandit or guard, as a lackey instead. You do not need to pay these hirelings for their service, and they will follow your instructions to the best of their ability. A lackey will vouch for you and fight by your side, but might abandon you if they believe their life is in immediate danger, if you plan to leave the area, or if they are frequently mistreated. The DM has the statistics for your lackeys. #### Command the Room At 17th level, you have mastered your coercive techniques, making your tactics much more effective. When you use the bonus action granted by Coercive Tactics, you can affect a number of creatures, up to your Charisma modifier (minimum 1 creature), that fit within a 30 foot cone emanating from you. Your choice of movement restriction applies to all affected creatures. In addition, you have advantage on the first attack roll you make against an affected creature before the beginning of your next turn.
PART 1 | CLASSES
Designed by QalarValar using GM Binder
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