Rogue
Base Class: Rogue

Something drives you.....something compels you to act in the manner in which you do. For some reason you feel empowered by your masked identity. Something about it feels comfortable, almost as if it were your true self were let out when you don it. You have a mission of some sort, a creed to uphold, or something needs to be righted, whatever it may be it seeps into every action you take. It has become a part of you.

Day Job/Night Job

At level 3 you gain Proficiency with the Disguise Kit. When attempting to convince others that of your separate identity you may double the proficiency bonus you receive on any related Persuasion or Deception checks.

Also at level 3, you have spent much of your time learning the tools of your trade. Both of them. You have learned how to use a particular weapon during your training for your run-ins at night while becoming proficient with the tools of what earns you money otherwise. A number of times equal to your Proficiency Bonus you may re-roll any d20 rolled with the chosen Tool Set/Instrument or weapon as a Reaction. You must take the new roll. You regain all uses of this at the end of a Long Rest.

Gadget Master

At level 9 you have learned how to efficiently use your items in combat to assist you. You may use consumable items as a Bonus Action. If the item is already used as a Bonus Action you may instead use it as part of your Movement. You may not use more than two items in a turn using this ability and at least one of the items must not be a thrown weapon. 

Terror in the Night

At level 13 you learn to use fear as a tool to enable your actions. When you apply sneak attack damage you may force the target to make an Insight Check versus your Intimidation Check. If they fail they become Frightened by you for 1d4 rounds. Creatures Frightened from this effect move at half speed and you have advantage on attacks against them. At the end of each of the target's turns it may make a Wisdom save to end the effect. If a creature other than you attacks the target the effect ends early. Once a creature has been affected by this ability or if it succeeds in the contested check, it is immune to this effect for 24 hrs. 

Signature Move!

This is a move you have perfected. You've practiced it over and over in a variety of situations to make sure you can pull it off and you find every angle to make it work. At level 17 you gain a Signature Move, an attack that you know how to make debilitating in a variety of ways. If you deal Sneak Attack damage to an opponent with your chosen weapon you may make another attack with your chosen weapon as a Bonus Action. This attack has a +10 bonus to hit. If this attack hits it deals double damage and the target is forced to make a Constitution Save DC= (8 + Proficiency Bonus + Intelligence Modifier) becomes Prone and Stunned until the beginning of your next turn. If the target creature is also Frightened by your "Terror in the Night", it is instead Stunned for 1d4 rounds and you may apply half your sneak attack damage to the attack. The additional sneak attack damage is not doubled on a critical hit. Once a creature has been the target of this ability, it can not be affected by it again for 24 hrs. 

Previous Versions

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12/5/2023 11:03:39 PM
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