Base Class: Rogue
The tents ripple in the wind, guarded by torchlight and the constant threat of watchmen looking over the camp. You try to break line of sight, moving behind objects and slinking through the briefest of shadows. Your crew is all in position, you give out the hand signal and tear into the sleeping mercenary force that wronged you. They never saw it coming. Bandits use the dark to their advantage, find power in numbers, and most of all: fight dirty. From pocket sand to concealed knives these thugs attack with speed, taking no risk they can't handle. Made to work with small crews bandits are also the greatest of thieves, capable of crimes from petty thefts to in depth heists in large urban areas. Equipped with the tools of the trade, bandits are prepared for any situation they may be unlucky enough to find themselves in.
Tools of the Trade
At 3rd level you gain proficiency with Tinker's Tools and can use them to quickly fashion any other tool you are proficient with over the course of 1 hour. After a subsequent hour the fashioned tools will lose their durability and break, forcing you to fashion a new set if you continue to wish that toolset.
Fight Dirty
At 3rd level you learn how to successfully use to pocket sand. Target a creature within 5 feet to make a DC 15 dexterity saving throw or become blinded until the end of their next turn. You may only throw pocket sand if you have at least one bag of sand in your inventory. When you throw pocket sand in this way it consumes one bag of sand from your inventory.
Concealed Arms
Your cunning nature has taught you how to easily conceal weapons under your clothing, sometimes adding hidden sheathes and padding, to avoid the risk of detection. Starting at 9th level, you can hide one dagger as well as one more light weapon of your choosing under your clothes, increasing to two daggers and two light weapons by 13th level. Your hidden weapons are left unnoticed by the eye, yet still within easy enough reach to surprise your enemies. To spot these weapons a creature must make a perception check against a DC equal to 10 + your Stealth Modifier and physically inspect your person in either a pat down or some other form of deliberate search.
Bandit's Bite
Starting at 13th level, if you successfully perform a sneak attack on an enemy creature with a Dexterity based weapon (ex. shortsword, dagger) you may use you reaction to tear the blade deep though their flesh, successfully hitting a vital artery. The effected target gains the bleeding condition, taking 1d4 slashing or piercing (depending on the damage type that dealt the wound) damage at the end of each of its turns until it is able to successfully bandage or suture the wound. To bandage a wound a creature must stow or drop any items in their hands and spend an entire turn bandaging their wound with any available spare cloth or similar material. The bleeding damage die increases to 1d6 at 17th level.
Crude Crescendo
By 17th level your crude fighting experience has evolved to be uniquely deadly. When you have advantage on your attack rolls during your turn you may apply your sneak attack dice to every hit you make that turn, ignoring the limit on how many times the sneak attack dice can be rolled on your turn.
Previous Versions
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5/8/2021 7:05:47 PM
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Coming Soon
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