Rogue
Base Class: Rogue

You have studied the dynamism of animal's movements. You are able to take their practice and apply it to yourself.

Speak with Beasts

Beginning at 3rd level, through sounds and gestures, you can communicate simple ideas with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

Wild Amble

When you choose this archetype at 3rd level, as a bonus action, you can gain a movement bonus of one of the following effects.

Wildebeest

Your walking speed increases by 10 feet.

Arachnid

You gain a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and upside down along ceilings.

Marsupial

You can perform a standing leap (no movement needed to jump) and your jump distance is tripled.

Upon gaining one of these movement bonuses you gain a physical trait resembling the type: course hair growth, horns, slick skin, or some other trait. This movement bonus lasts for 10 minutes. You can't use this feature again until you finish a long or short rest. At 9th level you can use this feature twice before a rest and at 13th level three times before a rest. Starting at 17th level you can use Wild Amble an unlimited number of times.

Advanced Wild Amble

Starting at 9th level, while under the effect of Wild Amble you gain additional abilities.

Wildebeest

If you move at least 10 feet in a straight line, as a bonus action, you either gain a +5 bonus to an attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Arachnid

You gain a Giant Spider's Web  ability.

Web (Recharge 5–6). Ranged Weapon Attack: your Dexterity bonus + your proficiency bonus to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus), bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Marsupial

At the apex of a high jump you gain Advantage on Wisdom (Perception) checks that rely on sight. Also when you are prone, standing up uses only 5 feet of your movement.

Fleeting

By 13th level, you gain the ability to teleport up to your movement speed to an unoccupied space that you can see as part of your movement. You can do this once during your turn.

You can also cast Haste on yourself only. You must finish a long rest before you can do this again.

Suspend Reality

When you reach 17th level, you can select a prime moment to exert your will over time and space. You can cast Time Stop. When you do so, you can’t do so again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes