A Homebrew Roguish Archetype

Rogues have many features in common, but they also hone those many features in different ways and various directions. The rogue archetypes embody these differences; your choice of archetype is a reflection of your focus. It is not necessarily your profession, but is is a description of your techniques. Not every rogue's chosen path is found in the Player's Handbook; the footpad is one of those pathways.

The Footpad

Like most rogues, you rely on stealth and cunning. But unlike most other rogues, your methods are far more openly violent. Where stealth and guile are the stock-in-trade of more common theives, ruthless brutality is always a viable option for the footpad. At the same time, you are no brute fighter. Shadows are still your ally. But when you strike from hiding, you strike more forcefully. And when you reveal yourself, it is not to deceive, but to instill fear.

Dole Out Punishment

Having mastered the art of pain, you gain proficiency with all martial melee weapons that do not have the heavy or two-handed property. You may make a Sneak Attack with any melee weapon that you have proficiency with, and use a d8 instead of a d6 when rolling your sneak attack damage.

Roll with the Punches

Your background in violence has taught you how to roll with punches and take a hit better than most. Your Hit Point maximum is increased by 1 HP per class level.

Frightening Implication

By 9th level, you have mastered “aggressive negotiation” techniques. When attempting to intimidate someone, you roll your skill checks with advantage.

Waylay Mastery

At 13th level, you have become so adept at the art of “forceful withdrawal” that when conducting a sneak attack, you may use a bonus action to either make a second attack (without the sneak attack bonus) or use your Dexterity (Sleight of Hand) skill to pick your victim’s pocket or plant an item on the target. If the sleight of hand skill is used, the target has disadvantage to notice the skill use due to the distraction of the attack.


Lingering Pain

Starting at 17th level, you not only inflict pain, but have learned to strike so that the pain will linger. When you successfully inflict damage with a sneak attack, you may use a bonus action to deal a particularly painful wound. The target must attempt a Constitution saving throw (DC 8 + proficiency bonus + Strength modifier). On a failed save, the target makes all rolls with disadvantage until the end of their next turn and you gain advantage on your attacks against the target for this same duration.