Base Class: Rogue
While trained in the martial ways like your bear and wolf partners, you were brought onto a path that played on surprising the enemy, striking from the undergrowth.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with camouflage and the poisoner’s kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Hide Builder
Starting at 9th level, you can unfailingly create a hide to suit the terrain surrounding you, taking a day to gather materials and construct it. At 9th level, it will hide you up to a perception DC 18.
13th Level you become more practised in making hides, making the DC 22.
17th level, you have become a master at creating this camouflage, the DC is now 26.
Man, The Biggest Game
At 13th level, you gain the ability to create a snare trap able to lift a person into the air by their foot. DC 14 to see, no damage. You also create a spike trap capable of killing a man. DC 16 to see, 10d10 piercing damage.
At 17th level, you enhance these traps to be suitable for a more intelligent person. Snare DC 18 to see, no damage. Spike DC 20 to see, 18d10.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Previous Versions
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Coming Soon
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