Rogue
Base Class: Rogue

This class is focused around turning failure into success.  While you may look the fool, you always come out on top!

Blind confidence

Starting at 3rd level, you know exactly what's going on, and even if you don't, that doesn't stop you from taking charge... though you may end up looking foolish.  You may add your charisma bonus to your initiative check, however if you choose to use this feature you will have disadvantage on all dex or wis (your choice) based checks until you roll initiative without using it.

Paniced flailling!

When you choose this archetype at 3rd level, your unprofessional and unbecoming yelps and cries for mercy... I mean "War cries" are accompanied by flailing limbs that on occasion help you.  If an enemy makes a melee attack against you but misses and they are within your melee range, you may make an off-hand attack against them. This does not cost a reaction and can be done as many times as they miss, but it is never a sneak-attack

Ooh, Shiny!

Starting at 9th level, you have pushed enough big red buttons, and tripped enough easily visible traps to know the nature of them.  If you activate a magical artifact that requires a save, whether or not you make your save, you have advantage on Arcana checks to figure out exactly what it does and wants

Pain is a good teacher

By 13th level, you have learned enough through injury that you are getting your hide out of there.  You have advantage on all saving throws verses spells or magical effects for one minute, but for that same time you have disadvantage on all attacks in your panic

I'd rather Be lucky than good

When you reach 17th level, you have become adept at turning misfortune to your advantage.  Once per turn you may treat one roll with disadvantage as a roll with advantage

Comments

Posts Quoted:
Reply
Clear All Quotes