Rogue
Base Class: Rogue

A lone sheriff makes his way into a desolate town, sticking to the growing sunset shadows as he prepares his six shooter. Taking a deep breath, he darts across the dusty street to an alley on the opposite side, leaving no footsteps in the dusty road. The Saloon is the only lit building, the sound of his quarry laughing inside bringing a confident smile to the Sheriff's face. He looks up to the second story window, stowing his pistol in the holster on his waist, moving up the side of the wall with only his hands and feet. Rolling into the room on the other side, he draws his weapon, gazing down at the two bandits laughing over their full cups of whiskey. Brandishing his pistol and drawing back the hammer, he throws down a smoke bomb before letting loose a torrent of bullets.

Bounty Pool

3rd Level Night Warden Feature

Your training as a Night Warden allows you to perform superhuman acts of acrobatics and trickery. Your access to this energy is represented by a number of Bounty Points. You have a number of these points equal to twice your proficiency bonus, and you regain all expended points at the end of a Long Rest.

You can spend your Bounty Points to fuel a number of abilities. By spending a Bounty Point, you can use Quick Draw, Disappearing Act, or Tracker's Stride. Your Bounty Points can fuel extra abilities as you level up in this class.

  • Quick Draw; Immediately after you take an attack, you can spend 1 Bounty Point to immediately make a second attack as a bonus action.
  • Disappearing Act; When you take the Hide action, you can spend 1 Bounty Point to gain a bonus on your Stealth roll equal to your Intelligence modifier.
  • Tracker's Stride; When you move on your turn, you can spend 1 Bounty Point to gain a 10ft bonus to your speed until the end of your turn.

 

Cunning Tricks

3rd Level Night Warden Feature

You learn magical tricks that can misdirect or harm foes. You learn three Cunning Tricks of your choice, and learn two additional Cunning Tricks at 9th, 13th, and 17th level. Whenever you gain a Rogue level, you can replace one Cunning Trick you know with another Trick you don't know.

Some of your Cunning Tricks require your target to make a saving throw to resist the Trick's effects. The saving throw for DC is calculated as follows;

Cunning Tricks DC: 8 + your proficiency bonus + your Intelligence modifier

Sneak Attack Tricks: Some Cunning Tricks add effects to your Sneak Attack feature. Only one of these Tricks can be applied to a Sneak Attack at a time, and must be declared before the attack is made.

Stakeout

9th Level Night Warden Feature

Your training as a hunter in the Night allows you to move more easily in shadowed areas. While you are in dim light or darkness, attacking while you are hidden does not reveal your location to nearby creatures. Additionally, by spending 3 Bounty Points, you can cast the Greater  Invisibility spell on yourself without expending a spell slot. The casting of this spell does not require Verbal or Somatic materials, and can be cast silently. When you cast this spell this way, you cannot do so again until you finish a Short Rest.

Light Steps

9th Level Night Warden Feature

You have learned to step carefully, balancing your weight on impossible structures. When you Dash on your turn, any surface will support you, no matter how much you weigh. This allows you to move across water, thin tree branches, or similar narrow or weak structures. You must end your movement on a stable surface, and cannot stop while moving across such an unstable structure.  

When moving this way, you ignore difficult terrain, and do not take damage from surfaces or hazards that react to being touched - such as caltrops or lava. Mechanical traps that rely on pressure plates or other weight-oriented triggers do not activate when using Light Steps. Additionally, you do not need to make Acrobatic checks to avoid falling on slippery surfaces.

Additionally, by spending 3 Bounty Points, you are able to climb vertical surfaces as per the Spider Climb spell. Though, this does not allow you to move upside down along ceilings. You do not require the Verbal or Somatic components of this spell, and can cast the spell silently. 

Master Tricks

13th Level Night Warden Feature

Further perfecting your tricks, you have found ways to further expand on your abilities. When you reach 13th and 17th level, you can instead learn one Master Trick instead of your normal Cunning Trick. Master Tricks are stronger versions of your Cunning Tricks, increasing their potency and Bounty Point cost. When you use a Master Trick, you can use whether to use the Master Trick or Cunning Trick version of the ability.

Sneak Attack Tricks: Some Master Tricks add effects to your Sneak Attack feature. A Sneak Attack can only have one Cunning Trick or Master Trick applied to the attack at one time.

Deadshot Barrage

17th Level Night Warden Feature

Your ability to hide has improved beyond normal limits, allowing you to catch several enemies off guard. You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, after hitting a creature with your Sneak Attack, you can spend 5 Bounty Points to gain an additional Sneak Attack against a different target that you hit this turn. You cannot use Sneak Attack against the same creature more than once per turn, and, you gain 3 Bounty Points for each creature you kill with a Sneak Attack. Gaining Bounty Points in this way do not allow you to go over your maximum amount. 

Cunning Tricks

When you choose this subclass at 3rd level, you gain access to a number of abilities called Cunning Tricks. You begin knowing three Tricks of your choice, and can replace a Cunning Trick you currently know for a different one each time you level up.

Acrobatic Master

As a Reaction, whenever you make an Acrobatics check, you can spend 1 Bounty Point to gain a bonus to the roll equal to your Intelligence modifier. This bonus lasts for one minute.

Master Trick; Deft Acrobatics. As a Reaction, you can spend 2 Bounty Points to gain a bonus to all your Acrobatics rolls equal to twice your Intelligence modifier. This bonus lasts for 10 minutes. Additionally, you are immune to the Prone condition during this time.

 

Afterimage

As an Action, you can spend 1 Bounty Point to cast the Mirror Image spell without expending a spell slot. You do not require the Verbal or Somatic materials for this spell, and can cast the spell silently.

Master Trick: Shadow Clones. As an action, you can spend 2 Bounty Points to create 3 shadowy clones of yourself. These clones are perfect copies of you, and last for 10 minutes. These clones appear in a space you can see within 30 feet of you. As a Bonus Action on your turn, you can move any number of these clones up to 30 feet to a space you can see, but the clones must stay within 120 feet of you. When both you and at least 1 clone are within 5 feet of a creature, you have advantage on attack rolls against that creature. When you take the attack action on your turn, you can attack from any clone as if you were standing in it's space. Otherwise, the clones act as the Unseen Servant spell, allowing them to interact with objects. 

Bleeding Wound

When you successfully hit a target with a Sneak Attack, you can spend 1 Bounty Point to leave behind a bleeding wound. The target takes an additional 1d6 necrotic damage at the start of each their turns. At the end of each of the target's turns, it can make a Constitution saving throw against your Cunning Tricks DC, ending the effect on a success. A creature can only have one Bleeding Wound at a time.

Master Trick: Lingering Wounds. As a bonus action, you can spend 2 Bounty Points to infuse your attacks with vicious intent, drawing blood more easily from a target you hit. Each creature you hit with a Sneak Attack for the next minute is subject to your standard Bleeding Wound ability. Additionally, any creature you hit with a Sneak Attack gains an additional Bleeding Wound, increasing the damage by 1d6 for every wound a creature has. When using this ability, you can choose whether or not to apply additional wounds; choosing not to apply wounds during this time allows you to alter your Sneak Attacks with other Cunning or Master Tricks, as per the normal rules.

Explosive Blast

Whenever you deal Sneak Attack damage to a creature with a ranged weapon attack, you can spend 1 Bounty Point to charge the attack with explosive energy. Every creature within 5 feet of the target must make a Dexterity Saving Throw against your Cunning Tricks DC. A creature takes 1d6 Fire damage on a failure, or half as much on a success. The damage of this blast increases by 1d6 for every four levels above 3rd, to a maximum of 5d6 at 19th level.

Master Trick: Stunning Blast. Whenever you deal Sneak Attack damage to a creature and use the Explosive Blast Cunning Trick, creatures who failed the saving throw are Stunned until the end of your next turn. You must spend an additional Bounty Point for each creature you wish to stun this way. Additionally, the radius of your Explosive Blast increases to 10 feet.

 

Hidden Weapon

You gain a bonus to your Sleight of Hand rolls equal to your total level when you attempt to hide a weapon on your person. 

Never Alone

When you are surprised, you can immediately spend 1 Bounty Point to instead act normally on your turn.  

Master Trick: Always Ready. When you spend a Bounty Point to remove the Surprised condition from yourself, you gain advantage on your next Initiative roll. Additionally, you can spend additional Bounty Points to end the Surprised condition on allies within 30 feet of you. The cost to remove the Surprised condition is equal to 1 Bounty Point per ally you would like to target with this ability.

Quick Thinking

You can spend 2 Bounty Points to temporarily gain the benefits of a Cunning Trick you do not know. You gain the benefits of the new trick for a number of minutes equal to your level, and must spend the requisite Bounty Point cost for the new trick.

Sabotoge

Whenever you make a Dexterity check to disarm a trap or open a lock, you can spend 1 Bounty Point to gain a bonus to that roll equal to your Intelligence modifier. Additionally, you can choose to safely reactivate a trap without needing an additional ability check.

Master Trick: Wound Spring. When reactivating a trap using your Sabotage Cunning Trick, you can spend an additional Bounty Point to increase the damage of the trap by an additional damage die. Additionally, you can add a remote release to the trap, allowing you to activate the trap from any distance as a bonus action.

 

Silencing Shot

When you successfully hit a target with a Sneak Attack, you can spend 1 Bounty Point to force the target to make a Constitution saving throw against your Cunning Tricks DC. On a failure, the creature is affected by the Silence spell, but the effect only lasts for 1 minute.

Master Trick: Silent Agony. When you successfully hit a target with a Sneak Attack, you can spend 2 Bounty Points to make the creature automatically fail the saving throw against the Silence spell. Additionally, the Silence spell lasts for 10 minutes, and the target's speed is reduced by half for as long as the spell lasts.

 

Silent Landing

As a reaction, you can spend 1 Bounty Point to cast the Feather Fall spell on yourself without expending a spell slot. You do not require the Verbal or Somatic materials for this spell, and can cast this spell silently. 

Master Trick: Fast Catcher. When you use your Reaction to use Silent Landing, you can expend additional Bounty Points to affect more creatures with the Feather Fall spell. Additionally, for every 10 feet that targets affected by the spell fall, they can glide 20 feet in any direction they choose. You cannot gain altitude this way.

Slowed Reflexes

When you successfully deal Sneak Attack damage to a creature, you can spend 1 Bounty Point to slow the target's movements. The target cannot take Reactions until the start of it's next turn, and reduce it's speed by 10 feet.

Master Trick: Crippling Shot. When you successfully deal Sneak Attack damage to a creature, you can spend 2 Bounty Points to further hinder the target's actions. The target must succeed a Constitution saving throw against your Cunning Tricks DC, or be affected by the Slow spell. This does not require your concentration.

 

Smoke Bomb

As an action, you can spend 1 Bounty Point to make and throw a Smoke Bomb. You can throw the bomb at a space you can see within 30 feet, casting the Fog spell centered on the space the Smoke Bomb lands in. This does not require your concentration.

Master Trick: Deadly Gas. When you use your Smoke Bomb Cunning Trick, you can spend an additional Bounty Point to apply a different effect to your Smoke Bomb. Only one additional effect can be applied to your Smoke Bomb at a time.

  • Blinding Bomb; Creatures in the area created by your Smoke Bomb must make a Constitution Saving throw against your Cunning Tricks DC, or be Blinded. A creature can repeat the saving throw at the end of their turn, ending the effect on a success.
  • Poison Bomb; Creatures in the area created by your Smoke Bomb must make a Constitution Saving throw against your Cunning Tricks DC, or take 3d8 Poison damage. A creature can repeat the saving throw at the end of their turn, ending the effect on a success. Creatures are effected even if they hold their breath or don't need to breathe. 
  • Choking Bomb; Creatures in the area created by your Smoke Bomb must make a Constitution Saving throw against your Cunning Tricks DC, or spend their action choking and retching. A creature can repeat the saving throw at the end of their turn, ending the effect on a success. 

Stalker

As a Reaction whenever you make a Stealth check, you can spend 1 Bounty Point to gain advantage on the roll. This can be used after you roll, but before the DM reveals if you passed or failed. 

Master Trick: Shadow in the Night. When you use your Reaction whenever you make a Stealth check, you can use 2 Bounty Points to gain advantage on the roll, and a bonus to the roll equal to your Intelligence modifier. Additionally, creatures who use senses other than Sight cannot use those senses against your Stealth check. This bonus lasts for 1 minute.

 

Throw Voice

You can spend 1 Bounty Point to throw your voice, making it sound as if it is coming from somewhere else. For ta number of minutes equal to your Intelligence modifier, you can throw your voice to a space you can see within 15ft.

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