Rogue (PHB-style) — Thug Subclass
Thugs are the blunt instruments of the underworld: pragmatic, intimidating, and effective. They combine a rogue's guile with a willingness to get their hands dirty—grappling, shoving, and using improvised violence to control encounters.
Class Features
Proficiencies
Starting Equipment
Class Abilities
Martial Abilities
Sneak Attack (Martial Ability)
Deal extra precision damage once per turn when you meet the Sneak Attack conditions. Damage scales with rogue level: 1d6 at 1st, increasing to 10d6 by 19th level (standard progression).
Cunning Action (Martial Ability)
Use your bonus action to Dash, Disengage, or Hide each turn.
Bully's Strike
When you hit a creature with a melee attack under appropriate conditions, deal extra bludgeoning damage equal to your Sneak Attack dice and force a Strength save or be knocked prone. You may expend your Sneak Attack to trigger this effect.
Thug archetype or DM permission
Menacing Assault (Subtype free effect)
Forego Sneak Attack to attempt a shove or grapple as part of an attack, contested by target's Athletics or Acrobatics.
Thug archetype
Intimidating Presence (Area effect)
Project menace in a 10-foot cone; creatures must make a Wisdom save or be frightened for 1 minute (repeatable saves allowed).
Thug archetype
Kingpin's Command
Temporarily compel one frightened creature from your Intimidating Presence to perform a limited command on its next turn (drop, move toward a point, or attack).
Thug archetype
Grappling Strike
When you successfully grapple a creature, you can use a bonus action to make one attack against it with advantage. If the attack hits, add your Sneak Attack once per turn.
Improvised Brutality
You treat improvised weapons as finesse and versatile for purposes of Sneak Attack and other rogue options. When you hit with an improvised weapon, you can deal an extra 1d4 bludgeoning, increasing to 1d6 at 11th level.
Intimidating Glare (Reaction)
When a creature provokes an opportunity attack from you, you can use your reaction to make an Intimidation contest (Charisma (Intimidation) vs. creature's Wisdom (Insight)). On a success, the creature has disadvantage on its next attack roll before the end of its next turn.
Streetwise Evasion
When you use Evasion-style effects or Dex saves, you can add half your proficiency bonus to Initiative checks and Dexterity saves if you moved at least 10 feet before the effect triggering (representing street-honed reflexes).
Quick Intimidate (Social Combat)
Use a bonus action to make a contested Intimidation check to unnerve a target; on success, gain advantage on your next attack roll against that target before the end of your next turn.
Dirty Tactics
You can attempt minor unsporting maneuvers (eye gouge, ear slap, tripping, tampering with armor) as part of a Strike attack to impose a -2 penalty to the target's next attack roll or ability check if you succeed on a contested check (DM rules apply). You may use this a number of times equal to your proficiency bonus per short rest.
Expert Grappler
You gain advantage on grapple checks against creatures no more than one size larger than you. While grappling a creature, you can use your bonus action to pin it: the target is restrained until the end of your next turn if you succeed on a Strength (Athletics) check contested by its Strength or Dexterity.
Brutal Finish
When you reduce a creature to 0 hit points with a melee attack while you are grappling it or it is prone, you may make one additional improvised attack against another creature within 5 feet as a free reaction (counts as opportunity attack).
Class Features
Sneak Attack (Level 1)
Thieves' Cant & Expertise (Level 1)
Cunning Action (Level 2)
Roguish Archetype (Level 3)
Uncanny Dodge (Level 5)
Resource Cost: Reaction
Evasion (Level 7)
Reliable Talent (Level 11)
Slippery Mind (Level 15)
Elusive (Level 18)
Stroke of Luck (Level 20)
Resource Cost: Short or Long Rest (1)
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