Rogue
Base Class: Rogue

You are adept in the art of infiltration and execution. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, or even a killer serving a larger institution. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. 

Bonus Proficiencies

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

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. Any hit you score against a creature that is unaware or surprised is a critical hit. Also, You gain advantage on Initiative rolls.

Deceptive Fighting

At 3rd level, you also gain the ability to exploit a targets weaknesses in the midst of combat. As a bonus action, you can attempt to throw off your opponents defenses. A creature you can see within 30 feet that isn’t incapacitated, must make a Wisdom (Insight) check (DC 12 +  your proficiency modifier). If they fail, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Infiltration Expertise

Starting at 9th level, you have honed the ability to create and adopt false identities for yourself. You now have advantage when using the disguise kit and forgery kit. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

You must spend the appropriate amount of time and money (determined by the DM) to establish the history, profession, and affiliations for an identity. The time spent does not need to be uninterrupted, and at the DM's discretion some progress can be made during long rests. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Depending on the quality of your work, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Previous Versions

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2/4/2022 5:58:11 PM
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