Rogue
Base Class: Rogue

 

Generally hired for their ability to get into heavily guarded buildings without raising the alarm. The infiltrators specialize in taking out guards silently and, if they so desire, without killing them. Their situational awareness and choke techniques makes them ideally suited for taking out guards without other noticing. With experience they learn to get a better sense of their surroundings, letting them avoid guards more easily.   

Chokehold

Starting at 3rd level, you have learned how to silently take out most creatures. When you succeed in a grapple check to grapple a humanoid creature (or a creature of similar shape) while hidden from that creature, it is automatically restrained and unable to make a sound. If you were not hidden, you can make another grapple check on your next turn to restrain it in this manner. Once it is restrained like this, you can try to choke it and make it lose consciousness. You can use your action to force the creature to succeed on a constitution saving throw (DC= 8+Your dexterity modifier + your proficiency modifier) or fall unconscious for at least 1 minute or until it is attacked or a creature uses its action to shake it awake. When the creature falls unconscious, it doesn’t make any sound and  you can choose to silently lay it on the floor. After 1 minute the creature can make another constitution saving throw at the start of its turns. The DC for this depends on whether you are still holding it or not. If you are it is the same as before, if not the DC = 11.

Baton

Starting at 3rd level, you have learned how to use clubs and even improvised bludgeons like crowbars or the back of a sword to knock out unsuspecting guards. If you have advantage on the attack, you can use any blunt object that you can easily wield in one hand for the attack and it gains the Finesse property for that attack. If the creature’s hit points drop to 0, it falls unconscious instead of dying. If it does, you can use your reaction to catch it so that is doesn’t make any noise from dropping to the ground.  

Silent Interaction

Starting at 9th level, you have gotten a special understanding of the sounds objects and terrains make. When you use an object, pick a lock or open doors or other objects, you can make sure it doesn’t make any sound.

In addition, if you made a Stealth roll and a creature is about to notice you by sound alone (because your stealth roll wasn’t good enough), you can use your reaction to stop moving to make sure it doesn’t notice you. If you do, you cannot move until your next turn without alarming the creature.

Knock Out

Starting at 13th level, your ability to knock out opponents increases drastically. When you use your Baton feature, you can count all 1’s and 2’s you roll on the damage roll as a 3. In addition, when you use your Chokehold feature, the restrained creature has disadvantage on its Constitution saving throw.  

True Awareness

Starting at 17th level, you become very adept at knowing your surroundings. The radius of your Blindsense feature increases to 20ft. When you make an Perception check to find out where creatures are, you can do so with a blindsense with  60ft radius.

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