Rogue
Base Class: Rogue

As an analyst, you have spent your life studying the ins and outs of how creature’s fight. You know how to predict an attack as if it were the back of your hand, as well as how to gain the upper hand by quickly evaluating situations and taking down the biggest threat in the room. With your talent in swift bursts of speed and the ability to hone in on a single target, your skills as an analyst will be nearly unparalleled on the battlefield.

Analyze Weakpoint

Beginning at 3rd level, you learn how to perfectly analyze your targets and their weak points, being able to commit to a singular, powerful strike that can change the course of an entire battle. As an action or bonus action on your turn, you may choose to Analyze a creature that you can see within 90 feet of you, placing a personal mark on them. If you try to use this ability on a creature that is further than 90 feet away, but not more than 200 feet away, you may make a Perception check (DC 15) in order to successfully use this feature. A creature is able to be subject to only four of these marks at once, and they last until you mark another creature or you complete a long rest. While a creature has any number of marks, you know any current damage resistances, immunities, or vulnerabilities it has as well as how many hit points it has left, but not its hit point maximum. Additionally while a creature has four marks, you may choose to attack its weakest point when you make a weapon attack against it. If you do so, that attack is made at advantage, and can never have disadvantage, and if it hits, its critically strikes and all of your marks against that creature are removed when that attack is resolved.

Tactful Repositioning

Also at 3rd level, you learn how to tactfully reposition in dangerous positions. When you take the dash action and move away from a creature you are within 5 feet of, you also gain the benefits of the disengage action for the entirety of the movement granted by the dash.

Stealth Prowess

Starting at 9th level, you have advantage on Dexterity (Stealth) checks.

Vital Strike

By 13th level, you have learned enough about the body and its weaknesses on all creature’s to always create a spot for weakness. When a creature bears four of your marks, you may use your reaction to cause all marks that creature has to disappear, and grant them vulnerability to all of the damage from your next attack within the next minute. If a creature would have immunity to the damage of your next attack, it instead counts as resistance until the attack concludes. If it would have resistance to the damage, then you ignore it for this attack.

Foresight

When you reach 17th level, you have become adept at perceiving attacks and dodging them. You may use your cunning action to take the dodge action. Additionally, if you would have advantage on a Dexterity Saving throw, you may reroll one of the dice. If a creature would have disadvantage on attack rolls against you but still manages to hit, you may force them to roll another d20 and take the lower for the result of the attack roll.

Previous Versions

Name Date Modified Views Adds Version Actions
3/13/2022 2:43:53 PM
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