Rogue
Base Class: Rogue

BONUS PROFICIENCIES

When you choose this archetype at 3rd level, you gain proficiency with garrotes, the disguise kit and the poisoner’s kit.

BACKSTAB

Starting at 3rd level, you are pragmatic and deadly in eliminating your foes. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, or when an allied creature within 5 feet of the target is directly on the other side of a creature.

DEADLY IMPLEMENTS

Additionally at 3rd level, you’re mastery of the implements of assassination grows more lethal:

When creature has their hit points reduced due to being grappled by a garrote you wield, you can add dice equal to your Sneak Attack dice to the roll.
When you deal damage with a dagger, it’s damage die is a d6 for you.

KILLER’S METHOD

Starting at 9th level, you have mastered one technique of your choice for approaching a target. Select one of the following benefits:

False Face: You gain expertise with the disguise kit, and can assume a prepared disguise with the bonus action granted by Cunning Action.
Blade in the Dark: You gain expertise with the Stealth skill. You can attempt hide even when you are only lightly obscured by dim light.
Poisoner’s Path: You gain expertise with the poisoner’s kit. During a long rest, you can create one a single use Injury, Touch, Ingested, or Inhaled poison. On effect, the target must make a Constitution saving throw (DC 10 + your proficiency bonus) or take 2d6 + your proficiency bonus damage.

FAVORED APPROACH

Starting at 13th level, you hone your skills gaining a favored approach to dealing death. Select one of the following benefits:

Trusted Face: If you spend seven days establishing a fake identity for yourself or three hours studying another person to impersonate, you have advantage on any Charisma (Deception) check involving maintaining your disguise and identity.
Swift Blade: When you roll initiative while hidden, you gain advantage on the roll.
Specialized Poisons: When you create a poison, you can designate one creature type (for example, Fiends). The damage of that poison ignores resistance or immunity that creature type may have to poison.

DREAD

Starting at 17th level, as an action, you cause target creatures of your choice within 120 feet of you that are unaware of your presence to feel a sense of dread. Target creatures make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, they become frightened of you for 1 minute or until they become aware of your presence. On a successful save, they are immune to this effect for 24 hours.

While the are frightened of you, they have disadvantage on Wisdom (Perception) checks, and if you deal damage to them while they are frightened, they must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On failure, a creature CR 4 or lower dies, and a creature CR 5 or higher is stunned until the end of their turn.

Bonus Proficiency

Bonus Proficiency

Backstab

Starting at 3rd level, you are pragmatic and deadly in eliminating your foes. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, or when an allied creature within 5 feet of the target is directly on the other side of a creature.

Deadly Implements

Additionally at 3rd level, you’re mastery of the implements of assassination grows more lethal:
When creature has their hit points reduced due to being grappled by a garrote you wield, you can add dice equal to your Sneak Attack dice to the roll.
When you deal damage with a dagger, it’s damage die is a d6 for you.

Killer's Method

Starting at 9th level, you have mastered one technique of your choice for approaching a target. Select one of the following benefits:

False Face: You gain expertise with the disguise kit, and can assume a prepared disguise with the bonus action granted by Cunning Action.
Blade in the Dark: You gain expertise with the Stealth skill. You can attempt hide even when you are only lightly obscured by dim light.
Poisoner’s Path: You gain expertise with the poisoner’s kit. During a long rest, you can create one a single use Injury, Touch, Ingested, or Inhaled poison. On effect, the target must make a Constitution saving throw (DC 10 + your proficiency bonus) or take 2d6 + your proficiency bonus damage.

Killer's Approach

Starting at 13th level, you hone your skills gaining a favored approach to dealing death. Select one of the following benefits:

Trusted Face: If you spend seven days establishing a fake identity for yourself or three hours studying another person to impersonate, you have advantage on any Charisma (Deception) check involving maintaining your disguise and identity.
Swift Blade: When you roll initiative while hidden, you gain advantage on the roll.
Specialized Poisons: When you create a poison, you can designate one creature type (for example, Fiends). The damage of that poison ignores resistance or immunity that creature type may have to poison.

Dread

Starting at 17th level, as an action, you cause target creatures of your choice within 120 feet of you that are unaware of your presence to feel a sense of dread. Target creatures make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, they become frightened of you for 1 minute or until they become aware of your presence. On a successful save, they are immune to this effect for 24 hours.

While the are frightened of you, they have disadvantage on Wisdom (Perception) checks, and if you deal damage to them while they are frightened, they must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On failure, a creature CR 4 or lower dies, and a creature CR 5 or higher is stunned until the end of their turn.

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