Base Class: Rogue
Subtlety Rogue is a dual-wielding specialization focusing on short cycles of high damage and a major cooldown for an extended burst period. Subtlety Rogues emphasize stacking cooldowns and centering gameplay around smaller damage windows, which can lead to high burst damage. Masters of shadows, Subtlety rogues use they darkness to empower their attacks. When not in a burst window, these rogues focus on maintaining crowd control for their allies.
Level 3: Combo Points
Starting at 3rd level you gain access to combo points. Combo points are a secondary resource accumulated as you land attacks (1 combo point per attack landed). The maximum number of combo points is 5. Combo points can be spent on unique features granted by your subclass. Sneak attacks generate an additional combo point.
Additionally, you gain access to the following features:
- Kidney Shot (1 Action, you strike your target in their lower half. The target must succeed a constitution saving throw or be stunned for 1 round. Costs 3 combo points.)
- Sap (1 Action, at the start of each encounter, you can sap a target within melee range. The target must succeed a constitution saving throw or be incapacitated for 1 round, does not break stealth. If you have first initiative, sap can be used as a bonus action.)
- Shiv (1 Action, you cut at the targets legs. The target must succeed a constitution saving throw or be slowed to 5ft movement for 3 rounds. This effect breaks if the target succeeds a constitution save at the start of each round. Additionally, the target loses opportunity of attacks, while slowed. Costs 1 combo point.)
Level 9: Shadow Dance
Starting at 9th level, you can use your bonus action to allow the use of Sneak Attack, grants the combat benefits of Stealth, and drastically reduces threat for 6 seconds. Effect not broken from taking damage or attacking. 1 minute cooldown.
Level 13: Premeditation
Starting at 13th level, you can grant yourself full combo points once per long rest.
Level 17: Shadowy Blades
Starting at 17th level, you can use your bonus action to envelop your weapons in shadow, doubling combo points generated. Additionally all attacks deal an extra 2d6 shadow damage. This effect lasts for 3 turns, and can only be used once per long rest.
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