Rogue
Base Class: Rogue

Highwaymen are thieves who steal goods from travelling targets. Wealthy nobles in caravans, travelling merchants on horseback, and adventurers returning from a dungeon are all potential victims to highwaymen, and they are most at home working with other bandits and thugs. Highwaymen are adept with both ranged and melee weapons and will often hold a hand crossbow in one hand and a shortsword in the other for maximum versatility. They excel in hectic, close combat situations, but they can also close the gap to stray targets and unleash deadly counter-attacks.

Ranged Weapon Expert

When you pick this subclass, your experience with ranged weapons allows you to use them in close quarters without any difficulty. Ranged weapons you are proficient in no longer have disadvantage on attack rolls made within 5ft. Additionally, you ignore the loading property of any weapon you’re proficient in.

Duelist’s Riposte

At 3 level, you become adept at lunging strikes and taking advantage of fumbled attacks. Once per turn, as part of your Attack action, you may move up to 10ft towards a creature you are currently within 10ft of. You then must target that creature with your attack. If damage from this attack is from a bladed weapon, it is piercing damage. In addition, until the start of your next turn, if a creature makes a melee attack against you, you may use your reaction to make an attack of opportunity against it. (This is considered a riposte attack.)

Bloodied Trigger

At 9th level. when ever you Hit a creature with an attack from a firearm, (non-melee damage) you can force that creature to make a constitution saving throw(DC 10+double your proficiency bonus), If they fail this saving throw, they suffer the bleeding status effect. This ability can only be used once per combat encounter. 

You have advantage with attacks using firearms against creatures that are affected by the bleeding status effect.

 

mongrels' Finesse

At 13 level, your quick reflexes means that you’re rarely caught off guard. You gain the following abilities:

If you roll below a 10 on an initiative roll, you can treat that roll as a 10

After using Uncanny Dodge, your AC increases by 2 until the start of your next turn. This does not trigger against the attack that triggered Uncanny Dodge, but all subsequent attacks.

Your speed increases by 10ft if you aren’t wearing heavy armor

Gallows' Stall

At 17 level, your luck is more reliable than most, Your overconfidence often comes rewarded.

When you have less than half of your maximum Hit points, your AC is increased by 2,.

You cannot be surprised.

When sleeping, unconscious, incapacitated, or knocked prone, attackers no longer have advantage on attacks against you.

Previous Versions

Name Date Modified Views Adds Version Actions
6/21/2023 6:05:02 PM
6
0
1.0
Coming Soon
6/19/2024 8:49:00 PM
12
1
2.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes