Rogue
Base Class: Rogue

You are a master of the battle, dancing in the fight, striking foes relentlessly with many different weapons, building up phase on each strike and using it to deliver powerful finishers or enhance your capabilities. While many prefer to specialise in a single weapon, you choose to fight with a larger variety of them, switching through your arsenal mid-fight in order to surprise your enemy and make the battlefield your own stage. Inspired to the Warcraftian Combat/Outlaw rogue.

Versatile Duellist

When you select this archetype at 3rd level, you master a larger variety of weapons and you learn how to wield them elegantly.

You gain proficiency in Martial Weapons and you gain the ability to choose to add your dex modifier rather than your strength modifier on your attack and damaged roll on every weapon lacking the Two-Handed or Heavy property, as long as you are wielding them with one hand only.

You also become able to sheathe a weapon and unsheathe a different one as a bonus action or using one of your attacks.

Combo!

Starting at 3rd level, you learn how to utilise the phase you build-up striking repeatedly to gain Combo Points. 

Once per turn, you can gain one combo point by:

  • Successfully hitting an enemy with a Sneak Attack;
  • Successfully hitting an enemy with a weapon you have not already used during this Combo Streak;
  • Successfully hitting an enemy you have not already made an attack (successful or not) to during this Combo Streak;
  • Successfully delivering the final blow to an enemy. 

Your Combo Streak breaks if you don't deal any damage for an entire turn or if you're knocked unconscious. 

You can gain up to half your rogue level (rounded up) Combo Points.

Finisher

As part of one of your actions, you can spend all your Combo Points, ending the Streak with a powerful blow, a cunning manoeuvre or a risky dice roll.

Eviscerate: As part of an Attack Action, you can use all the phase you gathered to turn your attack into a powerful strike, adding 1d6 to the damage of it for each Combo Point you have when you end your streak (You cannot gain any combo point from this attack).

Slice and Dice: As part of a Disengage, you can use all the phase you gathered to quicken your movement. For a number of turns equal to the number of Combo Points you have when you end your streak, you gain an Extra Attack and 10 extra ft. of movement. This Bonus ends prematurely if you get restrained or you fall unconscious. 

Roll the Bones: As an action, if you are hidden, you can use all the phase you gathered to try your luck with a dice roll. You roll a d6 and gain one of the following benefits for a number of turns equal to the number of Combo Points you have when you end your streak: 

  1. Every time you hit a target with a weapon attack, you regain a number of hit point equal to your Proficiency Modifier.
  2. Your Sneak Attacks generate two combo points instead of one.
  3. You gain an additional Bonus Action. 
  4. You can add to your next finisher a number of Combo Point equal to half the number of combo point you spent on Roll the Bones (rounded down).
  5. Your gain a bonus use of Finisher as long as you expend it before Roll the Bones runs out.
  6. Your weapon attacks crit with both a 19 or a 20.

You can use this feature a number of times equal to your Charisma modifier and you regain all the expended uses after finishing a Long Rest.

Adrenaline Rush

At 9th level, the thrill of battle excites you even more. After a Sneak Attack or a Killing Blow to an enemy, you may spend your reaction to gain a number of Combo Points equal to your proficiency bonus. Once you do so, you can’t use this feature again until you finish a short or long rest.

Fast Phase

At 13th level, you gain the chance of keeping your phase even after a turn without hitting a target. If you end your turn without dealing damage with your weapon attacks, you can use your reaction to keep the phase: you must attempt a Dexterity Saving Throw (DC = 8 + Your Combo Points) in order to maintain your Combo Streak. 

Once you do so, you can’t use this feature again until you finish a short or long rest.

Improved Finisher

At 17th level, you become even more capable of using the phase you gain to improve your movements. Your Finishers are improved:

Eviscerate: When you deal eviscerate damage, if you roll a 1 or a 2 on a damage die from Eviscerate or Sneak Attack, you can reroll the dice and you must use the new roll.

Slice and Dice: When you are under the effect of Slice and Dice, you gain two extra attacks instead of one and you have advantage on dexterity (acrobatics) checks, dexterity saving throws and saving throws against getting restrained.

Roll the Bones: You roll 2d6 instead of one and you may keep both results. If you roll double, you gain every effect but the one corresponding to the number you rolled.

Previous Versions

Name Date Modified Views Adds Version Actions
9/14/2020 1:44:52 PM
8
0
1.0
Coming Soon
9/14/2020 1:47:41 PM
7
1
1.1
Coming Soon
9/14/2020 8:57:43 PM
18
1
1.2
Coming Soon
9/16/2020 8:29:25 PM
21
2
1.2.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes