Rogue
Base Class: Rogue

The Bandit roguish archetype is for rogues that are rough, getting into the fray to take what they want, when they want it. They are sometimes called upon as hired muscle, or thugs, and are skilled in both thievery and combat. Whether through cheap tricks or true superiority in a fight, Bandit rouges bully their way around the battlefield, and never fight fair.

Bonus Proficiencies

When you choose this subclass at 3rd level, you gain proficiency with martial weapons and medium armor.

Bandit's Intution

Life on the run, robbing, taking, and stealing has helped you learn a thing or too about a good ambush. You gain proficiency in Athletics or Acrobatics. Additionally, you add your intelligence modifier (minimum 0) to your Dexterity (stealth) and initiative rolls.

Acrobatics

You gain proficiency in Acrobatics.

Athletics

You gain proficiency in Athletics.

Bandits Superiority

When you choose this subclass at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 9th, 13th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 9th level and one more at 17th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + Dexterity modifier

Hit'em Where it Hurts

Starting at 9th level, whenever you attack a target that is surprised, you can treat any 1 on a sneak attack die as a 2.

Improved Superiority

At 13th level, your superiority dice turn into d10s. At 17th level, they turn into d12s.

Pulling your punches

At 17th level, you've learned how to hit people in just the right places to set them up for a beatdown. Whenever you deal sneak attack damage to a creature, you can spend 3 sneak attack dice to regain 1 superiority die.

Maneuvers

The maneuvers are presented in alphabetical order.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.

Below the Belt

When you hit a creature with a melee weapon attack, you can expend a superiority die to force the creature to make a Constitution saving throw, and add the die's roll to the attack's damage roll. On a failed save, the creature is blinded until the end of your next turn.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Fake Out

When you miss a creature with a weapon attack, you can expend a superiority die to make another weapon attack against the creature, adding the die's roll to the weapon's damage.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Hit and Run

As a bonus action, you can expend a superiority die, to take both the Dash and Disengage actions.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Mug

As a bonus action, when you hit a creature with a weapon attack and have one free hand, you can expend one superiority die to attempt to mug the target, making an unarmed strike on the target, which you may use your Dexterity modifier for the damage and attack rolls, and adding the superiority die's roll to the strike's damage. On a hit, the target must make a Strength saving throw. On a failed save, you take the weapon in your free hand.

My Turf!

As a reaction to a creature coming within 5 feet of you, you can expend one superiority die to attempt to shove the target. You add the number from the die as a bonus to this shove, and the creature takes bludgeoning damage equal to 1 plus your Dexterity modifier plus the number rolled on the die, regardless on if it succeeds against the shove or not.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Pickpocket

As a reaction to failing a Sleight of Hand check, or a check made using Thieves' tools, you can expend a superiority die, rerolling the check, adding the die roll as a bonus.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Previous Versions

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1/6/2025 12:57:12 AM
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