Rogue
Base Class: Rogue

I wanted a rogue subclass that had a focus on being tanky, and had the potential to make a good strength based rogue without compromising dexterity based choices. I hope you enjoy my creation because I certainly enjoyed making it feel free to let me know of any alterations you think I should make in the comments section, and as always I hope you have fun playing this in your games.

Banditry

No one said crime was easy, and fighting caravan guards isn't easy so you need to be tough and well armored in order to survive the bandit lifestyle. At 3rd level, you gain proficiency in athletics, medium armor, shields. Additionally, when wearing medium armor you do not suffer from disadvantage. You gain an additional 1 HP per level.

Sucker Punch

 

When fight someone more skilled than yourself you must rely on your ability to trick your opponent, and never hesitate to hit them while their down. At 3rd level, when preforming an attack action with a melee weapon you opponent you can make a dexterity (sleight of hand) check contested by an opponents wisdom (insight check) to gain advantage on your attack roll. Additionally, you can knock an enemy prone with a successful grapple check using your strength or dexterity as a bonus action. This can only effect one attack per turn.

Glancing Blow

When dealing with highly trained mercenaries one hit can spell the end for a bandits life, so you've learned to turn lethal blows into grazing attacks by dodging at the last second. At 9th level, when ever you take the dodge action if you get hit you can reduce damage taken by an amount equal to your proficiency modifier.

Pocket Sand

Your life as a bandit has taught you much, but you have finally mastered the legendary technique created eons ago the mythical pocket sand technique which is to be used by only the scummiest of combatants. At 13th level, when you successfully use your sucker punch feature to make a melee attack on a success you can additionally toss pocket sand in their eyes inflicting the blind condition, and giving them disadvantage on wisdom (insight) checks made against your sucker punch feature for a minute.

Kick Them While Their Down

You have mastered the skill of taking cheap shots, and can now take multiple cheap shots against debilitated enemies. At 17th level, if attacking an opponent who is prone, blinded, or effected by your sucker punch feature you can make an additional attack which is capable of activating your sneak attack feature regardless of whether you have used your sneak attack feature already that turn. Once you use this feature you cannot use it again on the same creature, or any creature within 30ft that can see you for one minute.

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