D&D 5E Thug Rogue

Xeviat

Dungeon Mistress, she/her
Hi everyone.

I'm running a game that uses a lot of humanoid opponents. As it's a converted 3rd Edition adventure, so I've been building a lot of enemies as PCs and then running them through the CR calculator. It's fun. So I find myself needing to stat up a group of rogues. They were previously built as 4th level Human Rogues, but they were strong, tough, thugs, not super dodgy, agile rogues. So I wanted to come and see what people thought of a Thug archetype. Here's my quick, off the back of the envelope, ideas.

Level 3: Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with medium armor and martial weapons.

Level 3: Thuggish Grit
Starting at 3rd level, you learn how to better utilize large weapons. You are now able to use your Sneak Attack feature with any weapon.

Level 9: ? This level tends to be a ribbon ability, or at least a largely out of combat ability for most of the archetypes. For thieves, assassins, and masterminds, it's a ribbon. It's combative for the arcane trickster, and half combative/half ribbon for the swashbuckler. As the 3rd level ability is squarely combative, a ribbon here seems fine. I'm thinking of something utilizing intimidation, possibly a partially combative ability that lets them frighten opponents, but more of a social ability where people tend to be wary of them?

Level 13: ? These are also mostly fluff, yet again the Arcane Trickster's is more combative (I guess their spells are significantly less combative). The third level abilities haven't been scaling, so perhaps some sort of bonus action attack (akin to Arcane Trickster), or a rider on their sneak attack? Thugs hit hard and it slows or knocks prone or something.

Level 17: ? Death Strike, two turns, rerolling misses, these are all pretty big. I'm tempted to lowball it and throw in Extra Attack at this point, but that would feel better earlier.

... Well now, my ideas are running dry at the moment.

I'm not concerned with the bonus proficiencies being too big of a deal. Medium armor limits them to a 14 Dex for AC purposes. A typical Rogue is going to have a 16 at 3rd level and an 18 at 4th level, with studded leather armor, so 15 and 16 AC. Chainshirt and Breastplate, with a 14 Dex, are going to offer the same 15 and 16 AC; they could push for 16 and 17 if they want disadvantage on stealth.

Martial Weapons might look strong, but this really is only going to be +1 damage on ranged weapons or a less useful bonus on melee attacks. Going from two shortswords two a greatsword, looking at extremes, would offer a better single attack but be much worse when the two shortsword user uses their bonus action for a second sneak attack attempt after their first attack misses. A 65% hit chance turns into like an 88% sneak attack chance when you have two attacks.

So what are your ideas for Thug abilities? Is "Thug" too low-level of a concept to stretch out over all 20 levels? What is an Epic Thug?
 

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Hi everyone.

I'm running a game that uses a lot of humanoid opponents. As it's a converted 3rd Edition adventure, so I've been building a lot of enemies as PCs and then running them through the CR calculator. It's fun. So I find myself needing to stat up a group of rogues. They were previously built as 4th level Human Rogues, but they were strong, tough, thugs, not super dodgy, agile rogues. So I wanted to come and see what people thought of a Thug archetype. Here's my quick, off the back of the envelope, ideas.

Whats wrong with the PHB Thugs. You'd save yourself a ton of time.

Level 3: Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with medium armor and martial weapons.

Level 3: Thuggish Grit
Starting at 3rd level, you learn how to better utilize large weapons. You are now able to use your Sneak Attack feature with any weapon.

Level 9: ? This level tends to be a ribbon ability, or at least a largely out of combat ability for most of the archetypes. For thieves, assassins, and masterminds, it's a ribbon. It's combative for the arcane trickster, and half combative/half ribbon for the swashbuckler. As the 3rd level ability is squarely combative, a ribbon here seems fine. I'm thinking of something utilizing intimidation, possibly a partially combative ability that lets them frighten opponents, but more of a social ability where people tend to be wary of them?

Level 13: ? These are also mostly fluff, yet again the Arcane Trickster's is more combative (I guess their spells are significantly less combative). The third level abilities haven't been scaling, so perhaps some sort of bonus action attack (akin to Arcane Trickster), or a rider on their sneak attack? Thugs hit hard and it slows or knocks prone or something.

Level 17: ? Death Strike, two turns, rerolling misses, these are all pretty big. I'm tempted to lowball it and throw in Extra Attack at this point, but that would feel better earlier.

Barring extra attack at 17th it looks fine.

At 3rd add intimidate proficiency to the list of those granted.

At 9th give them the ability to frighten targets for 1 round [DC 8 + Cha or Str + Prof] as a bonus action. Creature that saves is immune for 24 hours. Lets call it [Menacing glare]. Tack on some ribbon effect that grants them advantage to intimidate checks when they have a weapon in hand.

I'd have the 13th level ability grant you advantage to hit and thus sneak attack against any frightened creature. Call it [Brutal beating]. A ribbon that doubles the length of any KO's works here as well.

For 17th level an ability [Viscious strike] that upgrades your sneak attack die to d8's on any succesful hit on a frightened target. (works with savage attacker).
 


Sneak attack is only once per turn, right? So Extra Attack at 17th or even 13th isn't actually a very powerful ability. I like Flamestrike's suggestions that key off the frightened condition, and motivate the Thug to try to frighten people in combat.
It could also be a good chassis for a gladiator PC.
 

I have a houserule that removes the Finesse requirement for sneak attack. That allows thug-type rogues using the base class.

Possible abilities for filling in the gaps in your subclass might be proficiency/expertise in Intimidation and Athletics for scaring, chasing and grabbing people.

Flamestrike's suggestion of allowing sneak attacks against people you have intimidated is a good one. I would actually exchange that with the martial weapon proficiency. (If you need a rogue to have martial weapons beyond what they already have, mix in some Fighter.)
 

I find that statting them as monsters is faster and easier for me. I can just take abilities I like and add them to the base however I like. If I want a thug, I can take the base thus and add a few levels and a couple abilities like extra damage and sneak damage, maybe throw in a fighter ability for 2 attacks and second wind to make him more fighter like.
 

Is multiclassing a concern? A three level dip for fighter or barbarian is looking pretty good...
 

I think this is alright for NPC's but has some opportunities for PC multiclassing abuse.
vicious attacker barbarian with a sneak attacking greatsword and gwm is just too powerful.
 

Try to keep Sneak Attack weapons to 1d6 ala sap/club etc. I think this was Mearls advice re levelling sneak

Yeah, but the question is: why? If you were to run around sneak attacking with a greatsword, then you'd be getting the same +1d6 damage as if you were dual wielding shortswords. The fact that you're saving your bonus action is good... but you're losing damage (that second chance to hit with sneak attack) to do so. If you're going for bigger one-handed weapons, then they max out the same as a rapier... which you already had access to.

The only real reason for the restriction is flavor.

Now that said to me once you escalate to two-handed weapons (or even start wielding a mace and a shield), you've left the realm of the rogue and entered the realm of fighters or spell-less rangers.
 

I'm running a game that uses a lot of humanoid opponents. As it's a converted 3rd Edition adventure, so I've been building a lot of enemies as PCs and then running them through the CR calculator. It's fun. So I find myself needing to stat up a group of rogues. They were previously built as 4th level Human Rogues, but they were strong, tough, thugs, not super dodgy, agile rogues. So I wanted to come and see what people thought of a Thug archetype. Here's my quick, off the back of the envelope, ideas.
I think you're off to a good start with a rogue archetype here, and I don't want to dissuade you from doing it because homebrewing is always fun. But as far as your specific need as a DM goes, I'd like to introduce a different perspective to consider. Remember that not all criminal characters need to be members of the rogue class -- especially not in 5E with the background system. Have you considered whether strong, tough thugs might be better represented as fighters, or even barbarians?
 

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