Rogue
Base Class: Rogue

You hone your skills at skirmishing, and waging war from afar against enemies who are better equipped than yourself. Guerrillas are capable of waging a war against their enemies and oppressors from where they least expect it, before disappearing back into the crowds of everyday citizens before striking again. Guerrillas make the oppressors of their people pay dearly in blood for their transgressions. Using your tactics and deadly aim to skirmish from afar, and your ability to become one hidden by the crowd, you learn to become the fury or your people unleashed against their oppressors.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the shortbow and the longbow.

Marksman

Starting at 3rd level, whenever you deliver sneak attack damage when using a ranged weapon, you may also add an additional damage die for the damage of the ranged weapon itself. You may add you intelligence modifier to the damage of your ranged weapon attack rolls.

Sapper

Starting at 9th level, you may lay traps to cover your retreat or to defend a location. When you decide to lay a trap you may choose any of the following options:

  • Fougasse: You dig a pit into the ground, filling it with gunpowder and shrapnel that is connected to an ignition method. This trap cannot be constructed on paved surfaces and requires 5 minutes to construct. When a creature comes within 5 feet of the Fougasse, the trap is triggered and a hail of shrapnel explodes out of the hole in a 50 feet cone in centred on the direction of the creature that triggered the trap. All creatures within the cone receive 2d6 piercing damage.
  • Punji Pit: You dig a pit into the ground with an area of 20x20 feet that is layered with a faux surface, placing intricate spikes at the base of the pit to impale unfortunate victims. This trap cannot be constructed on paved surfaces and requires 5 minutes to construct. When a creature comes into contact with the Punji Pit's area, the trap is triggered and the creature into the pit and recives 1d6 piercing damage and has their movement speed until the end of its turn reduced to 0. The Punji Pit's area becomes difficult terrain and a creature must spend all of their movement to climb out. All weapon attacks on the creature inside the punji pit gain advantage.
  • Firewall: You pour a line of flammable oil across a chosen surface in a line. This line can be up to 40 feet in length and takes 1 minute to construct and you setup a lit torch next to the trap. A creature may use its action to knock over or shoot at the torch, causing the wall of fire to ignite and burn up to 10 feet in height. Once ignited, all creatures that are within 5 feet of the firewall, or attempt to move through it receive 2d6 fire damage and the wall continues to burn for 30 seconds.
  • Clothesline: You secure a thin wire in a line between two walls up to 30 feet apart from each other at neck height, taking 1 minute to construct. A creature must make a DC17 peception check to detect the wire. Any large sized creature or smaller that attempts to move through the line receives 2d4 slashing damage, has its movement reduced to 0 until the end of the turn and falls prone. A creature that has a flying speed, or is prone, cannot be harmed, and a creature may use its action to cut the wire, neutralising the trap.

You may only place 1 trap at a time. You regain the ability to construct another trap after a short or long rest.

Clothesline

You secure a thin wire in a line between two walls up to 30 feet apart from each other at neck height, taking 1 minute to construct. A creature must make a DC17 peception check to detect the wire. Any large sized creature or smaller that attempts to move through the line receives 2d4 slashing damage, has its movement reduced to 0 until the end of the turn and falls prone. A creature that has a flying speed, or is prone, cannot be harmed, and a creature may use its action to cut the wire, neutralising the trap.

Firewall

You pour a line of flammable oil across a chosen surface in a line. This line can be up to 40 feet in length and takes 1 minute to construct and you setup a lit torch next to the trap. A creature may use its action to knock over or shoot at the torch, causing the wall of fire to ignite and burn up to 10 feet in height. Once ignited, all creatures that are within 5 feet of the firewall, or attempt to move through it receive 2d6 fire damage and the wall continues to burn for 30 seconds.

Fougasse

You dig a pit into the ground, filling it with gunpowder and shrapnel that is connected to an ignition method. This trap cannot be constructed on paved surfaces and requires 5 minutes to construct. When a creature comes within 5 feet of the Fougasse, the trap is triggered and a hail of shrapnel explodes out of the hole in a 50 feet cone in centred on the direction of the creature that triggered the trap. All creatures within the cone receive 2d6 piercing damage.

Punji Pit

You dig a pit into the ground with an area of 20x20 feet that is layered with a faux surface, placing intricate spikes at the base of the pit to impale unfortunate victims. This trap cannot be constructed on paved surfaces and requires 5 minutes to construct. When a creature comes into contact with the Punji Pit's area, the trap is triggered and the creature into the pit and recives 1d6 piercing damage and has their movement speed until the end of its turn reduced to 0. The Punji Pit's area becomes difficult terrain and a creature must spend all of their movement to climb out. All weapon attacks on the creature inside the punji pit gain advantage.

One With The Crowd

At 13th level you gain the ability to become invisible when within a group of humanoids, friend, or foe, or neither. To gain this ability, you must have at least 2 humanoids of the same size of you within 10 feet of your location and make a stealth skill check. Making weapon attacks whilst concealed by this ability does not reveal your position to any creatures around you, and you may add your intelligence modifier to the stealth roll to remain invisible. A creature must succeed on a perception check against your stealth check to see your form, or otherwise have the ability to detect invisible creatures. Whilst invisible, you may use your reaction to move up to 10 feet per turn. If less than 2 humanoids are within 10 feet of you, your immediately become visible once again. You may use this ability once per short rest.

The People's Wrath

Starting at 17th level, you  gain the extra attack feature, and you may use your sneak attack ability twice per turn instead of only once. You may ignore the loading property of ranged weapons.

Guerrilla Image

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