![]() ![]() If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. When you do so, choose one creature that you can see within 30 feet of you. While you are grappling an opponent, you have resistance to non-magical B/P/S damage and can use your Cunning Action to take the Dodge action.īeginning at 13th level, you are an expert at frightening people and can posture threateningly as an action. Your unarmed and Improvised Weapon attacks count as magical for the purposes of overcoming resistance. All other restrictions apply.Īt 9th level, your combat techniques become mystical in their effectiveness. You can use your Sneak Attack with Improvised weapons and thrown weapons that lack the finesse property. You can use your Cunning Action to initiate a grapple, in addition to its normal uses. Starting at 3rd level, your willingness to abandon decorum gives you an edge in battle. Your unarmed attacks and attacks with Improvised Weapons deal 1d6+STR damage. You gain proficiency in Improvised Weapons. When you choose this archetype at 3rd level, you learn how to mix it up with the best of them. A Thug lets his fists (or whatever lies at hand) do the talking for him. Enforcers and Bouncers typically belong to this archetype. ![]() While some warriors are elegant in their approach, your method of fighting looks brutish but efficient. You focus your training on the art of versatility in combat, relying on intimidation, force, and a complete lack of honor in equal parts. It is largely modeled on the way Swashbuckler is derived from the Mobility feat. Thoughts and feedback would be greatly appreciated. So, certainly not a new idea, but I was speaking with my DM about making a Tavern Brawler character viable and we decided to work it up as a rogue subclass. ![]()
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