Rogue
Base Class: Rogue

You've grown up in isolation in the wilderness. Raised by animals or the cruel lessons of nature, you know how to fend for yourself, and use your unconventional upbringing to your advantage against your foes. Your experience in surviving for this long has given you deadly precision and a natural instinct that some have taken to calling you feral, animalistic, or inhuman. Yet, after everything, you are alive, and you can see them through the brush, and soon they will be the victims of mother nature, and you will still be right here.

Self-Sufficiency

Starting at 3rd level, you gain proficiency with the healer's kit, and you become proficient in Survival, if you already have proficiency in Survival you instead gain expertise with it.

Also, you gain the ability to truly mask yourself in the wild. When attempting to Hide in a natural environment, you may make the check using Survival or Stealth, your choice.

Deadly Mechanisms

Also beginning at 3rd level you have learned to craft traps as well as mechanisms with which to make your weapon attacks more deadly.

As an action, you can set a trap that deals damage and halts movement when triggered. A creature which triggers one of your traps takes piercing damage equal to your Sneak Attack and has its speed reduced to 0 for one round. A creature will notice your trap on a successful Perception check, and if triggered, the creature can attempt a Dexterity saving throw, taking half damage on a success. The DC for both the Perception check and Dexterity saving throw equals 8 + your Survival modifier. You can set a number of these traps per day equal to your proficiency bonus.

You can also augment your weapon strikes using techniques similar to your traps. When you deal Sneak Attack damage to a creature, you can choose to implement one of these techniques. At the start of the creature's next turn, roll your Sneak Attack dice again. The creature takes damage equal to half your roll before it can take any actions, reactions, or use any movement. The damage type is the same as the attack used to inflict this damage. You can affect a creature in this way a number of times per day equal to your proficiency bonus.

Feral Body

Beginning at 9th level, you manifest physical traits of the wilds you so often frequent. You gain a climbing speed and a swimming speed equal to your walking speed and gain advantage on Perception checks that rely on hearing or smell. If a race or some other feature gives you a climbing or swimming speed, your speed increases to equal your walking speed.

Follow My Lead

At 13th level, when you and your companions are attempting to move quietly and you are rolling a Stealth or Survival check, you may designate a number of creatures up to your proficiency bonus within 30 feet of you to gain a bonus to their Stealth checks equal to half your Stealth or Survival bonus, whichever you are rolling for the Stealth check, rounded down.

Additionally, you gain expertise with Survival. If you already have expertise with Survival, you may choose another skill with which you are proficient and gain expertise with that skill.

Apex Predator

When you reach 17th level, your physical adaptations are greatly enhanced by a surge of adrenaline. As an action you can enter this state. For 1 minute or until you are incapacitated, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You gain advantage on Constitution saving throws.
  • You may re-roll 1s on up to half your Sneak Attack dice and you must use the new roll.

You may use this feature a number of times per day equal to your proficiency bonus.

Comments

Posts Quoted:
Reply
Clear All Quotes