Base Class: Rogue
You are not a shadow or a genius, you are a quick foot rascal who toys with your foes as you please.. Rogues who embrace this archetype are at home in cities and urban settlements, but are not out of place anywhere. Many Rapscallions are childish and like to fight for fun — Rapscallions are masters of their environment and can get away both from their sheer speed and their incredible knowledge of their surroundings.
Kiting Movement
When you choose this archetype at 3rd level, you learn how to court your enemies around the battlefield. If you activate your Cunning Action feature to Dash or Disengage, then all creatures of your choice within 5 feet of you must make a Wisdom Saving Throw or be forced to move towards you on their next turn.
The saving throw DC is equal to 8 + your proficiency modifier + your charisma modifier.
Sneaky Shove
Starting at 3rd level, you learn to sneakily prod your foes around into favorable positions. When you roll sneak attack damage, you can force the target to make a Strength Saving Throw. If they fail, the target is pushed back a number of feet equal to the amount of sneak attack damage rolled, multiplied by two. They cannot be pushed less than 10 feet.
The saving throw DC is equal to 8 + your proficiency modifier + your charisma modifier.
Chaotic Opprotunist
At 9th level, your ability to create opportunistic chaos grows, as you can gain Sneak Attack an additional way. As long as the number of hostile creatures within 10 feet of you exceeds the number of ally creatures within 10 feet of you (including you), you can add your Sneak Attack damage when attacking one of those hostile creatures within 10 feet of you.
Constant Movement
Starting at 13th level, you're always on the move, As a reaction, when a hostile creature misses an attack against your armor class, you can take the disengage action and immediately move up to half of your movement speed.
Perfect Counter
Beginning at 17th level, your mastery of pushing has spawned a new way of fighting. As an action, you can increase your dodging prowess, and increase to your Armor Class an amount equal to your Dexterity Modifier, until the start of your next turn. Whenever a creature fails to beat your Armor Class during this effect, you can make a reaction to force that creature to make a Strength Saving Throw. If they fail, the creature is launched a number of tiles equal to your Sneak Attack dice amount.
The saving throw DC is equal to 8 + your proficiency modifier + your charisma modifier. After you take this reaction, your armor class drops down to what it was before the action was taken.
Comments