Rogue
Base Class: Rogue

It is common knowledge that all children practice throwing and skipping stones, a talent that leads many adults to favor thrown weapons well into their adventuring career. Rock-throwing tournaments accompany many small-town gatherings, from weddings to the inauguration of a new sheriff, but the most fiercely competitive contests are held for their own sake. The participants in these games are often professional rock-throwers; athletes who make their living by traveling to various towns and winning cash prizes. The best of the best become famous for their uncanny aim and prowess, admired as sports. These are the Rock-Skipping Champions.  This subclass is a 5e take on Rich Burlew's "Halfling Rock-Skipping Champion" class for 3.5e.

Stone Skipping

At 3rd level, you become proficient in the Skipping Stones Exotic Weapon.  This weapon deals 1d4 Bludgeoning damage and has the Finesse, Thrown (60/120) properties.

When you take the Attack action, you may choose to use Stone Skipping, making a single attack against a creature within range.  If this attack hits, you may make a bonus attack against a different creature within 10 ft. of the target by taking a cumulative -3 penalty to the attack roll.  This attack originates from the previous target, and does not benefit from any circumstantial bonuses gained on the initial attack.  You may repeat this action, treating each subsequent target as the initial target of the next attack, a number of times equal to your Proficiency bonus, or until you miss.  The skip range between targets increases to 15 ft. at level 9, and 20 ft. at level 13.

If the initial attack would be a Sneak Attack, add 1/3 the Sneak Attack die rounded up (minimum 1) to all attacks instead of the normal Sneak Attack rules.

In addition, when you hit with an attack, you may perform a Trick that will modify the following attack.  Tricks known are listed under the Trick table.

Tricks

At third level, you learn three Tricks, adding versatility and flair to your Stone Skipping. You can only use one Trick per attack, and a Trick can only be used once per turn.  The Trick must be declared before you make the Attack Roll.  You learn two additional Tricks at 9th level.

Bank Shot

The attack's range is increased by 10 ft.  This attack ignores half cover, and reduces the penalty for three-quarters cover to -2.

Returning

Instead of attacking, move up to half your movement speed and catch your stone.  You must end this movement within twice the Skip distance of the stone's last target.  This movement does not provoke Attacks of Opportunity.  This Trick will end the Skipping sequence.

Double Tap

 When you use this Trick, you may attack the previous target.

Pinball (Learned at Level 9)

If you hit the next target, damage all creatures of your choice within 5 ft of the target if they would also be hit by the attack roll.  Roll damage once for all affected creatures.

Skullcracker (Learned at Level 9)

If you hit the target, they must make a Constitution saving throw vs your Strength or Dexterity.  On a failed save, all attack rolls are made with disadvantage until the end of their next turn.  In addition, if they are concentrating on any spells, the concentration roll must be made with disadvantage.  This Trick ends the Skip Sequence.

 

The Bigger They Are

At 3rd level, you know how to fell larger foes.  When you attack a creature two or more size categories larger than you, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

Lucky Bounce

Once per short rest, if you miss an attack in your Skip Sequence you may continue on to the next target in Skip range as if you didn't miss.  This does not count as a hit, and the cumulative penalty is added as normal.

Between the Eyes

At 13th level, you learn the benefits of a steady hand.  When you take the Aim action, instead of gaining advantage you can choose to increase the critical range of the attack to 19-20.

Perfect Stones

You learn how to find or create the perfect skipping stone.  These stones are ideally weighted and aerodynamic.  The penalty for successive stone skips is reduced to -1.  Once thrown, the stone loses this property.

During a long rest you gain a number of these stones equal to your proficiency bonus.  During a short rest, you can replenish 1d4 of these stones, up to your proficiency bonus.

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