# The Thug

<div class='classTable'>
##### The Thug
| Level | Proficiency Bonus | Features | Reckless Strike Damage|
|:---:|:---:|:---|:---:|
| 1st  | +2 | Reckless Strike, Theive's Cant   |+1d6|
| 2nd  | +2 | Danger Sense, Smooth Criminal    |+1d6|
| 3rd  | +2 | Ruggish Path                     |+2d6|
| 4th  | +2 | Ability Score Improvement        |+2d6|
| 5th  | +3 | Desperation Strike, Fast Movement|+3d6|
| 6th  | +3 | Ruggish Path Feature             |+3d6|
| 7th  | +3 | Uncanny Dodge                    |+4d6|
| 8th  | +3 | Ability Score Improvement        |+4d6|
| 9th  | +4 | Urban Instict                    |+5d6|
| 10th | +4 | Ruggish Path Feature             |+5d6|

</div>



## Class Features
As a thug, you gain the following class features

#### Hit Points
___
- **Hit Dice:** 1d10 per thug level
- **Hit Points at 1st Level:** 5 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 5) + your Constitution modifier per thug level after 1st

#### Proficiencies
___
- **Armor:** Light armor, medium armor, shields
- **Weapons:** Simple weapons, martial weapons
- **Tools:** None

___
- **Saving Throws:** Constitution, Charisma
- **Skills:** Choose any two skills

#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:

- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a buglar's pack or (b) an explorer's pack
- A light crossbow, a quiver of 20 bolts, and 2 daggers



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### Reckless Strike

Starting at 1st level, you can throw aside all concern for defense to strike with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on weapon attack rolls used during this turn, but attack rolls against you have advantage until your next turn. 
___
The first time you hit with a reckless strike on a turn, you deal additional damage as shown on the Thug class table. 
___
You may use this feature with any weapon that doesn't have the heavy property.

### Thieves' Cant

During your thug "training" you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
___
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. 

### Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
___
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

### Smooth Criminal

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. This action can be used only to take the Dash, Disengage, or Sleight of Hand action. 

### Ruggish Path
At 3rd level, you choose an archetype that you emulate in the exercise of your thug abilities: Streetfighter is detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 6th, 10th, and 14th level. 

### Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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### Desperation Strike
Whenever you use reckless strike and miss with your attack, you may use a bonus action to make another attack out of desperation against the same target. This attack has the advantage from your reckless strike feature, but only deals reckless strike damage.

### Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

### Uncanny Dodge

Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

### Urban Instinct

By 9th level, your instincts are so honed that you have advantage on initiative rolls and saving throws against being charmed.

<div style='margin-top:50px'></div>


<img 
  src='https://i.imgur.com/Ody8vYs.jpg' 
  style='width:325px' />

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## The Streetfighter
Although you have no formal training, you've learned to bash skulls like the best of them. 

### Streetwise
Starting at 3rd level Your proficiency bonus is doubled for any ability check you make that uses Intelligence (Investigation) and Wisdom (Insight).

### Knuckle Duster
Starting at 3rd level the Streetfighter may replace Strength with Dexterity when making an unarmed attack. The streetfighter is proficient with unarmed strikes and their base damage is 1d4.
___
Additionally, in combat you may use a bonus action to use the grapple action. 
 

### Intimidating Command

Starting at 6th level, the thug may use an action to command a creature to halt their movement. A successful Wisdom saving throw allows the creature to ignore your command. The DC for this ability is 8 + your charisma modifier + proficiency bonus.
___
A creature who's movement is halted has it's speed set to 0 and can't use the dash action until the start of their next turn. A flying creature can stay aloft. This effect fails if the target knows they are about to fall down a trap, get swept down a river, have object fall on the target, or other similar situation. 

___
You may use this feature on a creature once per short rest per creature without any drawback. If you use it on a creature more than that, the creature has advantage on the saving throw. 

### Swift Grab
Starting at 10th level you may use the grapple action whenever you make an opportunity attack. 
___
Additionally, the streetfighter may use Strength (Sleight of Hand) or Dexterity (Sleight of Hand) in order to shove or grapple. 
<div style='margin-top:10px'></div>

<img 
  src='https://i.imgur.com/7wjoYOW.jpg?1' 
  style='width:325px' />
She was also in Dr. Who



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## Rambler
Thrown out of town, for a time or permanently, the rambler is a thug who has made their life moving from town to town living their life free from the confides of any specific city walls.

### Highway Magic
Wondering the roads, the rambler has picked up some magic along the way.
___
Choose the bard or druid spell list. That is your rambler spell list. 
___
You learn two cantrips from your spell list. You learn new cantrips as you gain levels in the thug class.
___
**Spell Slots**: The Rambler Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
___
For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot.
___
**Spells Known of 1st-Level and Higher**: You know three 1st-level rambler spells of your choice.
___
The Spells Known column of the Rambler Spellcasting table shows when you learn more rambler spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
___
Whenever you gain a level in this class, you can replace one of the rambler spells you know with another spell of your choice from the rambler spell list. The new spell must be of a level for which you have spell slots.
___
**Spellcasting Ability**: Charisma is your spellcasting ability for your rambler spells, since you learn your spells through your connection with nature. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a rambler spell you cast and when making an attack roll with one.

- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier



| Thug Level | Cantrip Known |Spell Known|1st|2nd|3rd|4th|
|:--:|:--:|:-:|:--|:--:|:-:|:-:|
| 3rd | 2 |3|2|-|-|-|
| 4th | 2 |4|3|-|-|-|
| 5th | 2 |4|3|-|-|-|
| 6th | 2 |4|3|-|-|-|
| 7th | 2 |5|4|2|-|-|
| 8th | 2 |6|4|2|-|-|
| 9th | 2 |6|4|2|-|-|
| 10th| 3 |7|4|3|-|-|

### Spellcasting Focus

You can use an instrument (see Equipment) as a spellcasting focus for your rambler spells. You gain proficiency with one instrument of your choice. 

### Ritual Casting

Starting at 3rd level you can cast a rambler spell as a ritual if that spell has the ritual tag and you have the spell known.

### Hitchhiker's Expertise
Starting at 6th level your proficiency bonus is doubled for any ability check you make that uses Dexterity (Sleight of Hand) and Charisma (Persuasion).

### Hidden Casting
Your ability to use sleight of hand carries over to your casting. Starting at 10th level, you no longer need somatic components when casting a rambler spell.

<img 
  src='https://i.imgur.com/VGayiXZ.jpg' 
  style='width:325px' />
Two ramblers doing battle with a demon

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## El Diablo

With the power of love and their trusty weapon, El Diablo strikes fear in the hearts of the wicked.

### Disfrazado!
When you take this subclass at third level, you gain proficiency with the disguise kit.

### Toca la Guitarra
Starting at third level you gain proficiency with all stringed instruments. Anytime you use a string instrument as part of a Dexterity (Performance) or Charisma (Performance) check, you have advantage on the roll. 

### El Tango de la Muerte
Starting at 3rd level you have learned to sway and flow seductively during battle. As part of your movement you may make a Dexterty (Acrobatics) or Charisma (Performance) contest veruses a creature's Strength (Athletics) or Dexterity (Acrobatics) check. Upon a success you may move through that creature's square. If you move through a creature's square and end your movement adjacent to them, your reckless strike doesn't give that creature advantage on attacks against you. Only one creature may be under the effects of your "El Tango de la Muerte" at a time.  

___
Additionally you are able to pull a rose, from somewhere, by using the "Use and Object" action. You may have only one rose at a time. This rose lasts as long as a normal rose but you may destroy it prematurely as an action. Anytime you attempt to seduce someone that has a base attraction to you and you have the rose, you have advantage on the initial roll.

<div style='margin-top:50px'></div>


<img 
  src='https://i.imgur.com/SuwNKSd.jpg' 
  style='width:325px' />

> ##### NOTICE
> I don't know Spanish, I'm getting this stuff from google and Simpsons.
> I physically can't roll my r's, so spanish will always be out of reach for me... 


### Cancion del Diablo
Once per short or long rest, El Diablo may use an action to cast one of the following spells as a 2nd level spell. The somatic component for these spells can be replaced by playing a stringed instrument, which acts as a focus. 

* Calm Emotions
* Thunderwave


### Paso Doble
Emulating the bullfighter, El Diablo dances around enemies on the battlefield. El Tango de la Muerte can negate the advantage that two enemies gain whenever you use Reckless Strike.