Rogue
Base Class: Rogue

Exploit Weakness

Whenever you deal Sneak Attack,

choose one effect.

Only one per turn.


Sever

The creature cannot take reactions.


Hamstring

Speed becomes 0.


Blindside

Next attack against it has advantage.


Silence

The creature cannot cast spells with verbal components until the start of your next turn.


Disrupt

Concentration immediately ends.


See?

Way cooler than

"Take another 1d8 force."


Level 3

Hunter in the Dark

Gain proficiency in Perception if you don't already have it.

You cannot be surprised.

Hidden creatures within 30 feet don't gain advantage against you simply because they're unseen.

You hunt monsters that hunt others.


Exploit Weakness

(above)


Level 9

Impossible Infiltration

You can move through occupied spaces.

Opportunity attacks against you are made with disadvantage.

Whenever you end movement behind half cover or better,

you may Hide without using your Action.


Level 13

Mortal Reminder

This is my favorite feature.

When you hit a creature with Sneak Attack,

you may mark it.

Until your next turn:

  • It cannot become invisible.
  • It cannot teleport.
  • It cannot regenerate hit points.
  • It cannot benefit from damage resistance granted by magic.

Once per short rest.

Imagine using this on vampires.

Demons.

Ancient dragons.


Level 17

One Perfect Strike

Once per long rest.

Declare before rolling.

If the attack hits,

it automatically becomes a critical hit.

After damage,

choose two Exploit Weakness effects instead of one.

No extra dice.

No force damage.

Just...

The perfect assassination.

Hunter in the Dark

Gain proficiency in Perception if you don't already have it.

You cannot be surprised.

Hidden creatures within 30 feet don't gain advantage against you simply because they're unseen.

You hunt monsters that hunt others.

Impossible Infiltration

You can move through occupied spaces.

Opportunity attacks against you are made with disadvantage.

Whenever you end movement behind half cover or better,

you may Hide without using your Action.

Mortal Reminder

When you hit a creature with Sneak Attack,

you may mark it.

Until your next turn:

  • It cannot become invisible.
  • It cannot teleport.
  • It cannot regenerate hit points.
  • It cannot benefit from damage resistance granted by magic.

Once per short rest.

One Perfect Strike

Once per long rest.

Declare before rolling.

If the attack hits,

it automatically becomes a critical hit.

After damage,

choose two Exploit Weakness effects instead of one.

Deathless Pursuit

 

  • Timeless Hunter. You can no longer be magically aged.
  • Relentless Quarry. A creature affected by your Mortal Reminder can't hide from you. While it remains on the same plane of existence, you always know the direction and approximate distance to it.
  • Never Caught Unprepared. When you roll initiative and have expended your use(s) of Cunning Action (or under a redesigned system, another limited resource), you regain one use.
  • Perfect Precision. Add your proficiency bonus to the damage of your Sneak Attack.

 

Shadow Of The Final Veil Image

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