Masked Vigilante

*Mechanically stemming from u/FHG3826's original Brigand Rogue archetype. Based on Hotline Miami's Jacket.*

Some wear a mask because it helps them distance themselves from their actions, almost as if the persona of the mask itself were responsible. Others wear it as a precautionary measure, whether to protect their face from hazardous backsplash or to protect their identity from unwitting bystanders.

Some just like hurting other people, and want to be easily recognized for doing so.

### **Assault**

When you choose this archetype at 3rd level, you gain the following benefits.

* While wearing some form of mask that covers the entirety of your face, you have advantage on checks and saves made against being feared or charmed.

* The damage die for your unarmed attacks becomes a d4, and the damage die for your mace attacks becomes a d8.

* One-handed strength-based weapons can be used for Sneak Attacks. In addition, your Sneak Attack can be triggered when attacking a grappled target.

* Cunning Action allows you to attempt a grapple as a bonus action.

### **Clean Hit**

At 3rd level, you become an expert at striking specific vital locations on a target. When you deal Sneak Attack damage using a Strength-based melee attack, you may reduce the Sneak Attack damage dealt by half to target a specific location on the targets body. You may use this ability an amount of times equal to your Strength modifier per short rest.

You gain two of the following options at 3rd level, gaining an additional option at 5th, 7th, 9th, 11th, and 13th level.

For each effect, the DC equals 8 + your proficiency bonus + your Strength modifier.

* **Eyes**: The target must succeed on a Constitution saving throw or become blinded until the end of their next turn. The target may end the blinded condition on its turn as an action.

* **Temple**: The target must succeed on a Constitution saving throw or suffer disadvantage on Dexterity saving throws until the end of their next turn.

* **Hand**: The target must succeed on a Strength saving throw or immediately drop whatever they're holding in the targeted hand.

* **Fingers**: The target must succeed a Constitution saving throw or suffer a 50% chance of failing spell casts requiring somatic elements until the end of their next turn.

* **Sternum**: The target must succeed a Strength saving throw or be knocked prone.

* **Stomach**: The target must succeed on a Constitution saving throw or forfeit their action or bonus action on their next turn, their choice.

* **Knees**: The target must succeed on a Dexterity saving throw or become unable to move until the end of their next turn.

### **No Mercy**

At 9th level, after reducing a hostile creature to 0 hit points, your next attack made against another hostile target until the end of your next turn gains advantage.

### **Full House**

At 9th level, you gain the ability to make an attempt to Disarm an enemy as a bonus action, through your Cunning Action. After disarming a melee weapon from an enemy in this way, you are proficient with the taken weapon for 1 minute, and can use it for Sneak Attacks. Only one type of weapon can benefit from this ability at a given time. This proficiency only persists for as long as you are actively engaged in combat.

### **No Talk**

Starting at 13th level, if you take the Attack action on your turn and have advantage on the attack roll against your target, you can strike twice. Each of these strikes can benefit from Clean Hit, but not unmodified Sneak Attack damage. This effect can occur only once per turn.

### **Execution**

At 17th level, you gain an additional Clean Hit target option, which can only be used on a prone target.

* **Skull:** Your attack becomes a critical hit.