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

Hit Die d8
Primary Ability Dexterity, Strength (secondary for some Thug options), Charisma (for intimidation)
Saving Throws Dexterity, Intelligence

Proficiencies

Armor Light armor
Weapons Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords
Tools Thieves' tools
Skills Choose 4 from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth

Starting Equipment

• Rapier or Shortsword
• Shortbow and quiver of 20 arrows or a shortsword
• Burglar's pack or Dungeoneer's pack
• Leather armor, two daggers, thieves' tools

Class Abilities

Martial Abilities

Sneak Attack (Martial Ability)
Attack Level 1

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).

Damage Effect
Damage: 1d6 (scales with rogue level up to 10d6) piercing (or weapon's) (Increases at rogue levels: 1d6 at 1, 2d6 at 3, 3d6 at 5, 4d6 at 7, 5d6 at 9, 6d6 at 11, 7d6 at 13, 8d6 at 15, 9d6 at 17, 10d6 at 19)
Cunning Action (Martial Ability)
Bonus Action Level 2

Use your bonus action to Dash, Disengage, or Hide each turn.

Utility Effect
Conditions: Can Dash, Disengage, or Hide using a bonus action
Bully's Strike
Attack Level 9

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.

Prerequisites:

Thug archetype or DM permission

Damage Effect
Saving Throw: Strength
Damage: Equal to current Sneak Attack dice bludgeoning (Matches Sneak Attack scaling)
Conditions: On failed save, target is knocked prone
Duration: Immediate
Menacing Assault (Subtype free effect)
Free additional effect (on hit) Uses equal to proficiency bonus per long rest Level 3

Forego Sneak Attack to attempt a shove or grapple as part of an attack, contested by target's Athletics or Acrobatics.

Prerequisites:

Thug archetype

Control Effect
Conditions: Shove or grapple on successful contested check
Duration: Until grapple ends or immediate shove
Intimidating Presence (Area effect)
Action Uses equal to half rogue level (rounded up), long rest recharge Level 13

Project menace in a 10-foot cone; creatures must make a Wisdom save or be frightened for 1 minute (repeatable saves allowed).

Prerequisites:

Thug archetype

Debuff Effect
Saving Throw: Wisdom
Conditions: Frightened
Duration: 1 minute (repeats allowed)
Kingpin's Command
No action (applies when activating Intimidating Presence) Once per long rest Level 17

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).

Prerequisites:

Thug archetype

Control Effect
Conditions: Limited compelled action for one creature
Duration: Next turn of the targeted creature (limited effect)
Grappling Strike
Bonus Action + Attack Level 3

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.

Damage Effect
Damage: Weapon dice + Sneak Attack (if applicable) weapon (Sneak Attack scaling applies)
Duration: Immediate
Improvised Brutality
Attack Level 1

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.

Damage Effect
Damage: 1d4 (1d6 at 11th) bludgeoning (Improved at 11th level)
Duration: Immediate
Intimidating Glare (Reaction)
Reaction Level 6

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.

Debuff Effect
Conditions: Disadvantage on next attack roll
Duration: Until end of the creature's next turn
Streetwise Evasion
Passive/Triggered Level 7

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).

Buff Effect
Saving Throw: Dexterity
Conditions: Moved 10 feet prior to effect
Duration: Immediate calculation
Quick Intimidate (Social Combat)
Bonus Action Level 1

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.

Utility Effect
Conditions: Advantage on next attack vs. target
Duration: Until end of next turn
Dirty Tactics
Attack (additional contested check) Proficiency bonus uses per short rest Level 4

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.

Debuff Effect
Conditions: -2 penalty to next attack or ability check
Duration: Until end of target's next turn
Expert Grappler
Bonus Action + contested checks Level 5

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.

Control Effect
Conditions: Restrained on successful pin check
Duration: Until end of your next turn
Brutal Finish
Reaction Level 11

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).

Damage Effect
Damage: Weapon or improvised weapon dice bludgeoning/slashing
Duration: Immediate

Class Features

Sneak Attack (Level 1)

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack. The extra damage is 1d6 at 1st level and increases as you gain rogue levels.

Thieves' Cant & Expertise (Level 1)

You learn Thieves' Cant. At 1st level, choose two skill proficiencies in which your proficiency bonus is doubled.

Cunning Action (Level 2)

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in combat to Dash, Disengage, or Hide.

Roguish Archetype (Level 3)

At 3rd level, you adopt a Roguish Archetype: Thug, Cutpurse, Nightstalker, or Saboteur. Each archetype grants features at 3rd level and again at 9th, 13th, and 17th level.

Uncanny Dodge (Level 5)

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage.

Resource Cost: Reaction

Evasion (Level 7)

At 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows a Dexterity saving throw for half damage, you take no damage on a success and only half damage on a failure.

Reliable Talent (Level 11)

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, treat a d20 roll of 9 or lower as a 10.

Slippery Mind (Level 15)

At 15th level, you gain proficiency in Wisdom saving throws.

Elusive (Level 18)

Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck (Level 20)

At 20th level, you can turn a missed attack into a hit or a failed ability check into a 20 once per short or long rest.

Resource Cost: Short or Long Rest (1)

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