Rogue
Base Class: Rogue

Reapers are one of the three factions of the Alarase. They usually live away from cities and prefer a more covert life style, using stealth and trickery to best their opponents. Phantoms rely on stealth more heavily than other reapers.

Shadow

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Stealth check. On successful check you become invisible until enemy walks into 5 feet range of you on his own and uses his action to search for you. While in Shadow, you can make a ranged attack and roll a d100 to determine if you are revealed. On your first attack, you have a 50% chance to be revealed. 75% for second and 100% for third. Melee attacks from the Shadow always reveal you. Once revealed, you can enter Shadow again only after a long rest.

Claymore

At level 3, once per long rest you can create a magical mine. As a action, you can throw it at the enemy feet. You and other members of your party then have a guaranteed hit at the mine. Once the mine takes any damage, it explodes. Everyone in 10 feet of the mine have to make a DC 14 Dexterity saving throw or take 3d8 damage. Damage is halved on the successful save. If the enemy tries to pick up the mine, mine immediately explodes.

Marksman

When choosing this archetype at 3rd level, you learn how to use magical firearms. You are proficient with magical firearms.

Blood Trail

When you reach 5th level, you gain the ability to make precise attacks against an enemy. Attacks against enemies that were damaged in the current round deal additional 1d8 damage and has a +2 bonus to hit.

Bonus damage applies to the Claymore. 

Target Definition

At 9th level, as a bonus action you can mark anyone you can see. You can mark amount of creatures equal to 2+your proficiency modifier at the same time. You always know where marked creature is currently located.  When at limit, marking a new creature will remove oldest existing mark. 

Silent Killer

By 13th level, you have learned to stay hidden after finishing off a weak enemy, leaving any partners of this enemy clueless. After finishing off an enemy with a ranged attack, you no longer need to roll a d20. If the attack doesn't kill your target or it sustains itself, the chance appears and you have to roll a d20 with the same chances as on level 3.

After finishing off an enemy with melee attack, roll a d 20 with the same chances as ranged attack on level 3.

Attacks from Shadow have +3 bonus to hit and deal additional 2d8 damage.

Sting

When you reach 17th level, you learn to stay invisible after attacking. Even if your enemy is still alive after this attack, you won't be revealed. On your turn, you can use your bonus action to make a concealed attack. After this attack you don't need to roll a d20 and this attack doesn't increase your chance to be revealed. You can use this ability 1+proficiency bonus number of times per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes