Rogue
Base Class: Rogue

A human dressed in camouflage holds his pistol before him as he takes cover behind a low wall waiting for the massed goblins to pass. An elf behind him nods as he gives the signal. Rolling deftly over the wall he fans his pistol taking out 3 goblins, as the elf clad in studded leather armor, charges the goblins with his exquisite sword. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

A portly dwarf puffs on his stoogie, with a wicked grin he lights the wick on a small bomb and tosses it around a corner.  He laughs and says to his halfling companion, "Ye might want to cover Yer ears." As the room lights up and they hear goblins screaming, they rush into to finish their foes off.

A Half-Elf rushes to his fallen comrades side, it is bad.  The human was cut badly and is bleeding out.  Acting quickly the Half-Elf grabs his medical bag and begins to patch up his friend. The ogre see the Half-Elf as an easy opportunity.  As the ogre bares down on the Half-Elf, swinging his massive club the Half-Elf deftly rolls away, pulling his pistol and shooting the ogre in the head killing it.  

MOS

You are trained in hand to hand defense. You have proficiency in unarmed attacks and a damage bonus of 5.

Starting at 3rd level, you choose your Military Operational Specialty (MOS)

  • Explosives Expert
  • Gunfighter
  • Medic
  • Riflemen

At level 9, 13, 17 you will get to further your training and choose one of two skills at those levels.

 

Explosives Expert

You learn how to create improvised explosive devices (Nades).

You can create bombs that explode on impact for 2d8 plus your sneak attack damage.

You do not require sneak attack to get this damage, but you can not benefit from sneak attack with your bomb.

The bomb explodes in a blast radius of 5'. You can expend a sneak attack die to increase the blast radius. At higher levels you can use multiple dice.

Use an attack roll (Dex) to make a direct hit.  Use a Dex save if trying to use the AoE of the Nade.

Gunfighter

You gain proficiency with firearms.

While using a pistol you can expend a sneak attack die for another attack with a pistol.

If you use a sneak attack die in this way you can not get sneak attack damage.

You must have ammunition for this attack. At higher levels you can spend as many sneak attack die on extra attacks as you have dice

Medic

 As an bonus action you can use a healing kit to heal a creature or yourself for your Sneak Attack dice.

Riflemen

When using a rifle you can use your sneak attack die to increase your attack score. At higher levels you may use multiple dice.

A Sneak attack die used this way can not be used for a sneak attack.

Gunsmithing and Firearms

You gain proficiency with firearms.  With the proper materials you can create firearms and munitions.

Enhanced training

At 9th level You continue combat training in your MOS choice.

Advanced Munitions

You can now add your sneak attack damage to your explosives, if you would normally get a.sneak attack.

Alternative Explosives

You have learned to change the payload of your explosives.

  • You can choose the type of damage, Acid, Poison, Force, Thunder, and Radiant
  • You can choose to make smoke bombs that obscure the area they are thrown in. Treat as Non magical darkness and full cover.
  • You can choose to have a time delay in your bombs. 

Battlefield Expertise

As a bonus action you can call out to an ally the weakness of a creature.

The ally gets your sneak attack damage until the start of your next turn.

Battlefield Medic

You can cure status conditions with your healing kit as a bonus action. 

Your presence on the battlefield increases moral. Any ally within 10’ of you gets damage reduction of your level divided by 2 round up.. ( Ex. At 9th level allies get 5 points of damage reduction.) At level 13 the range increases to 15’ and 20’ at 17th.

Dazzling Display

You can put on a show with your pistol. 

  • You can enthrall a group of creatures up to your Sneak attack roll in hit points.
  • Lowest Hit Points first
  • They can not act until your next turn.

Practiced Reload

 if your next extra attack would result in needing to reload you automatically reload and continue attack.

Sniper Training

Long range no longer imposes disadvantage and you ignore half and three quarters cover. You get a second shot.

Suppression Fire

You can fire your rifle multiple times in a 60 foot cone. Anyone in area gets disadvantage on attack rolls.  Anyone starting their turn in the area must make a dex save DC 8+ Prof+ Dex modifier or take your sneak attack damage. Or half as much on a save.

Shock and Awe

Starting at 13th level, you have become exceedingly deadly at your chosen MOS.

Advance Gunfighting

Double tap - every attack with a pistol is two shots.

Advanced Accelerants

If you normally would get sneak attack with explosives your sneak attack damage is maxed.

Battlefield Engineering

You know how to make explosive traps and devices. all explosives use your Sneak attack as base damage.

  • Claymore mine - You can make an explosive that explodes in a 30 foot cone when anyone comes in 5 foot in front of the mine.
  • Land mine - You can make a mine that explodes when stepped on. Anything in a 5" area takes damage.
  • If a creature fails a passive perception check vs DC 8 + Prof + Dex Modifier they take double damage.

Called Shot

Using sneak attack die to enhance an attack roll does not remove them for use on a  sneak attack.

Combat Stimulants

As an bonus action using a healing kit you can:

  • Give temporary hit points up to the amount of your sneak attack dice.
  • You can also augment any stat for an increase 1 point per die of sneak attack die, which lasts for 10 minutes.

Kill Zone

You excel at reacting to your environment.

  • As an action you wait until your next turn.
  • You set up an 80 foot cone kill zone.
  • Any enemy that moves with in your zone, you get a shot with Sneak Attack damage.
  • Until the next turn.

Quick Draw

You are amazingly fast with your pistol.

  • You get +10 on initiative
  • If you get the first shot in a round, you get double Sneak Attack on that shot.
  • On the first round for every point you are above the next highest initiative you get a shot.

Specialized Loads

You can make ammunition with specific effects.

  • Poison - Sneak attack damage over next round
  • Fire- Double Sneak attack damage
  • Sleep- for Sneak attack damage in rounds
  • Slow - Half speed and can only take one action, or reaction or bonus action
  • Confusion- Will attack closest creature
  • Necrotic- Sneak attack damage and can not heal until cured.

Master of War

Starting at 17th level, you are a precision instrument of war in your chosen MOS.

Artillery

You can make mortars.

  • You can fire mortars from behind full cover.
  • If firing behind full cover you get advantage
  • You can fire as many mortars per round as you have Sneak Attack die.
  • Mortars do 2d12 damage in a 10' area and have a minimum range of 30 and a normal range of 300, a long range of 600.

 

Doctor

You gain the following benefits: 

  • You can revive a dead creature with your healing kit if it has not been dead longer than 3 minutes.
  • If you spend a round in combat rummaging you can make a working healing kit.
  • Allies with in 30 feet of you regenerate 5 hp per round.

Lets Rock!

You have modified your rifle to act as a light machine gun.

You  get the following benefits :

  • You do your sneak attack damage in a 90 foot cone to any creature with in it. 
  • Your sneak attack die are now d12.
  • All caught with in the cone must make a Dex save DC 8+Prof+Dex Modifier or have disadvantage for next round.

 

Mortician

You have studied the dead for too long.

With your healing kit you can:

  • You can bring back dead creatures in a zombie state.
  • The zombies obey your commands
  • They have Ht Dice equal to your Sneak Attack dice

Allies within 10' of you will refuse to die, if reduced to or less Hit points they instead get back up and have as many hit points as you have sneak attack die.

Overkill

If you kill an enemy with your pistol, Your attack action is reset.

Penetrating Shot

You gain the following benefits:

  • You can ignore full cover.
  • Your shots can penetrate 5' of any material.
  • You ignore piercing resistance.
  • Your sneak attack dice are doubled.

Showstopper

  • As a reaction.
  • If you are attacked you can shoot before the attacker does damage. 
  • You get a sneak attack with advantage.
  • if the your attack does more damage than the attackers damage you take no damage. 

White Phosphorus

Your explosive now do their sneak attack damage for an additional round.

Special Forces Warrior Image

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