Base Class: Rogue
You work to perfect the art of killing, failure to preform your art, can be a fate worse than death. Of course this isn’t entirely true, but you treat it like it is a fact of the world. You specialize in hiding in the shadows and attacking at the perfect moment and killing your target in one strike, all without being detected. Messing any of that up may result in a mental break down, even leading to depression after continuous failure. I’m going to be honest here buddy, the chumps that trained you were probably going pretty easy on you, that’s may be why you act like your perfect at everything. Anyway... with the right party to completely distract the opponents and drain them of hit points, you can get your perfect attacks in and claim the kills. Happy now?
Ranged Spam
When you choose this archetype at 3rd level, you gain the ability to choose to lose your sneak attack advantage when you attack with a ranged weapon while hidden, if your attack lands you can attack again (as if using an extra attack). Missing the first or second attack causes you to be stunned until the end of your next turn. You can only attack up to 4 times in one attack action using this ability. You can use this ability equal to your Dexterity modifier (minimum 1).
When you reach rogue level 6 you can attack 5 times in one attack action, 6 times at level 9, 7 times at level 12, and 8 times at level 18.
Attack Preparation
Starting at 3rd level, you can use both your action and bonus action to prepare a well timed attack. When you take your action to attack the next turn, you will always have advantage, ignoring abilities that disable sneak attack advantage. If the attack hits it deals quadruple damage it would have ordinary done. If the attack misses you fall prone and have disadvantage on all attack rolls, Strength or Dexterity saving throws and ability checks, and attacks directed gain a +5 bonus. At the start of each of your turns you can roll a Wisdom saving throw (DC = 8 + rogue level + Charisma modifier), ending the effect on a success. You must remain hidden while doing this. If you are detected, during or right after using this ability, You gain the same downside as if you missed the attack.
Advanced Stealthiness
Starting at 9th level, you automatically succeed on Dexterity (Stealth) checks if you have 2 or more allies within 15 ft. of all enemies that are capable of detecting you.
Additionally you automatically succeed Dexterity (Stealth) checks to avoid creatures with the passive Perception of 15 or below, who aren’t looking for you.
Insane Moves
By 13th level, you have mastered the art of jumping, running and dodging, but only while unseen. If you are completely undetected by anything that is hostile to you or that is looking for you, your jump height is doubled, your movement speed is tripled and you automatically succeed Dexterity saving throws and checks that equal to or lower than your Dexterity. It’s too bad you won’t be able to show any of your friends these sick moves.
Egomaniac
When you reach 17th level, you have gained such a massive ego about your abilities, you can even add, or remove, your “ego” to all of your rolls. You have a passive “ego” stat that you add to all of your d20 dice rolls. This stat increases by 1 for every saving throw, ability check or attack roll you succeed. The stat decreases by 4 for every time you fail. If you roll a natural 20 the stat goes up by 3. If you roll a natural 1 the stat goes down by 9. Your ego stat resets back to 0 at the end of a long rest. If your ego stat is -15 or below when you take a long rest, add 10 to it instead of resetting it. The ego stat cannot go above 25 or below -25.
Comments