```metadata title: Dirty Tactitian Rogue description: '' tags: '' systems: - 5e renderer: legacy ``` # Dirty Tactitian Rogue ## Dirty Fighting As a Dirty Tactitian, you know better than anyone that there are no rules on the field or battle: when it's kill or be killed, there is no room for niceties. Beginning at 3rd level when you take this roguish archetype, you gain proficiency in acrobatics and sleight of hand checks. Additionally, you learn two Dirty Tactic of your choice, of the options listed in the "Dirty Tactics" entry at the end of this subclass. Whenever you deal damage with a sneak attack made with a melee weapon attack, you may use a Dirty Tactic you know to enhance its effects. You learn two additional Dirty Tactics at 5th, 9th, 13th, and one additional Dirty Tactic at 17th level. You cannot use more than one Dirty Tactic each turn. If a Dirty Tactic has prerequisites, you must meet those prerequisites to learn it A level prerequisite refers to your level in this class. You may perform a number of Dirty Tactics equal to your proficiency modifier. You regain all expended uses of Dirty Fighting when you complete a short or long rest. **Saving Throws.** Some of your Dirty Tactics require your target to make a saving throw to resist the tactic's effects. The saving throw DC is calculated as follows: ***Dirty Tactic save DC*** = 8 + your proficiency bonus + your Dexterity modifier ## Tumble Through Also at 3rd level, you can try to tumble through the space of one enemy while moving, enabling you to hit their weak points. Make a Dexterity (Acrobatics check) contested by the creature's Dexterity (Acrobatics) or Strength (Athletics) check. On a success, you can move through the creature's space once this turn, treating each space it occupies as difficult terrain. If you would already be able to move through the creature's space as if it were difficult terrain, you may instead do so without any penalty to your movement. Additionally, attacks you make against that creature this turn have advantage. If you do not have enough movement speed to move fully through its space, you get the same effect as a failure. On a failure, your movement speed is reduced to 0 until the end of your turn. On a critical failure, the creature can also make an attack of opportunity against you as if you moved out of its reach. ## Opportunist Beginning at 9th level, you have advantage on attacks of opportunity you make, and creatures have disadvantage on opportunity atttacks made against you. ## Quick Feet Beginning at 13th level, your nimble movements make it hard to follow you. Creatures have disadvantage on their check to contest your Tumble Through, and if you miss your first attack against a creature whose space you have tumbled through this round, you can make an additional attack against it. ## Perfected Opportunism At 17th level, your constant exploitation of weak spots and dirty tricks has reached its limit. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction. For each reaction taken in this way, your sneak attack damage is reduced by 3d6 until the start of your next turn. #### Dirty Tactics The Dirty Tactics are listed in alphabetical order **Bite Down.** You capitalize on your attack to bite down on your opponent. Your sneak attack deals 1d6 additional damage. Additionally, If you are being grappled by the target, you can immediately make a Dexterity (Acrobatics) check to escape the grapple. You have advantage on this check. **Discombobulate.** You slam down on the target's head, briefly interrupting their thoughts as they are wracked with the pain of your blow. If the target is a creature that is concentrating on a spell or other effect, roll your sneak attack damage again. This effect does not deal additional damage to the creature, but The DC of the Constitution saving throw made to maintain concentration on the spell is increased as if your attack dealt additional damage equal to the result. **Ear Shot.** You cuff your target on the ear. The target must make a Constitution saving throw. On a failed save, it is deafened for one minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. **Fish Hook.** You jam your finger into the mouth of the target and pull hard against their cheek, disorienting them. Make another attack roll against the target. If it hits, you deal damage equal to 1d6 + your strength modifier, and the target has disadvantage on the next attack roll it makes before the end of its next turn as it recovers from its confusion. **Flash Powder.** You distract your target with a handfull of explosive powder which creates a brief but blinding light. You immediately move up to half of your movement speed. This movement does not provoke attacks of opportunity from creature that rely on eyesight. **Groin Shot. (13th level)** Your sneak attack deals additional damage this as you strike a sensitive area. The target must make a dexterity saving throw to avoid your groin shot. On a successful save, the target takes no additional damage. On a failed save, the target takes a number of additional d6s of damage equal to your proficiency bonus from your sneak attack. On a critical fail, the target is vulnerable to your sneak attack damage from this attack. You can use this Dirty Tactic once, and regain the ability to do so when you finish a short or long rest. **Hair Pull.** You yank on the target, forcing it to move. The target must make a Strength saving throw. On a failed save, you force the target to move up to 15 feet in any direction. You can force the target to move through your space in this way. \page **Head Bash. (Preprequisite: 17th level)** You slam your head into the target with surprising force. The target must make a Constitution saving throw or be Stunned for one minute. A creature stunned in this way can attempt another saving throw at the end of each of its turns, ending the effect on a success. You can use this Dirty Tactic safely a maximum of once each hour. If you use this Dirty Tactic again without waiting the full hour, you suffer damage equal to your sneak attack damage as nonmagical bludgeoning damage and suffer the effects of this Dirty Tactic yourself. **Menacing Glare.** You stare daggers at your target. The target must make a Wisdom saving throw or be frightened of you until the end of your next turn. **Noxious Perfume. (Prerequisite: 9th level)** While your opponent is distracted trying to fend off your blow, you douse the target in horrid-smelling perfume. The target automatically fails all perception checks that rely on scent for the next 10 minutes. During that time, it also has disadvantage on other perception checks it makes, and all creatures within 30 feet of the target automatically succeed any perception checks to determine the location of the target, even if it is invisible or otherwise unseen. **Sand in the Eyes. (Prerequisite: 13th level)** You throw a handfull of dirt, sant, sawdust, etc in the eyes of your target. The target must make a Constitution saving throw or be blinded until the end of its next turn. **Shin Kick.** You deliver a brutal kick to the legs or supporting limbs of your target. The target must make a Strength saving throw or fall prone. **Tendon Strike. (Prerequisite: 17th Level)** You strike at the tendons in the target's legs, wings, or supporting limbs. The creature must make a Dexterity saving throw. On a failed save, the creature's speed is reduced by half until it regains hit points. Amorphous creatures, such as oozes, and creatures with a levitate speed are immune to this effect. **Throat Punch. (prerequisite: 9th level)** You slam your fist, elbow, or other body part into the neck of your target. The target must make a Constitution saving throw. On a failed save, it is unable to speak or provide verbal components for spells until the end of its next turn. **Redirect Blows. (Prerequisite: 17th level)** Through careful positioning, you outwit your opponent into hitting their allies. The next time the target would hit you with an attack, it must make a Wisdom saving throw. On a failed save, the attack instead hits another creature of your choice within its reach.