Rogue
Base Class: Rogue

Unlike most Rogues, those of the Amalgam archetype have forgone their sense of traditional stealth and distraction in favor of utilizing fast, chaotic hits and fighting techniques to confuse and disable their enemy. Amalgam Rogues are often quite unpredictable, due to their seemingly random mix of fighting styles and flurries of attacks, along with their sheer dedication to total mastery over their main weapon of choice. The only thing two Rogues of this archetype might have in common, is the fact that they have next to nothing in common.

To summarize this subclass, you will gain a new resource to manage mid-combat; a Combo Meter, of sorts. Completing certain combat actions will fill this Meter, and you can expend the Points inside it to gain various effects and perform various actions. However, most of which require you to be wielding your weapon class of choice, or doing the action with it. If you are building for this subclass, you should prioritize Sneak Attacks and Critical hits to get the most out of it.

Bonus Proficiencies

When you choose this archetype, you gain proficiency in all Martial Weapons. Additionally, you gain proficiency in one of the following skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Weapon Affinity

Starting at 3rd level, you choose one weapon that you have proficiency with. This weapon is considered your “Mastered Weapon” for the purposes of this archetype’s features and traits and any weapon of the chosen weapon type can be used for them as well. With this weapon, you deal additional damage equal to your Intelligence modifier. This increase is referred to as your “Weapon Affinity”.

Combo Maneuvers

Starting at 3rd level, you’ve trained to make all of your attacks flow, generating an unknown kind of energy within yourself, then learned to expend it in specialized attacks or maneuvers.

This energy is known as Combo Points, and they are built up by doing certain things in combat. Successfully landing a melee attack generates 1 Combo Point (Maximum of 1 per round), successfully landing a Sneak Attack generates 2 Combo Points (Maximum of 2 per round), and scoring a critical hit generates 2 Combo Points (no Maximum per round limit). The maximum amount of Combo Points you can hold at one time is equal to half your Level in this archetype (rounded down) + your Intelligence Modifier (minimum of 1). These Combo Points may only be generated in combat, and any remaining when combat ends are immediately lost.

You learn two maneuvers from the following list below. Many maneuvers enhance an attack in some way, or allow you to do something on your turn. You can use only one maneuver per attack, unless the maneuver states otherwise. You learn an additional maneuver at 5th, 10th, and 15th Level. Additionally, when you learn a new maneuver in this way, you may also replace a maneuver you already had for a different one.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Intelligence Modifier.

- Bleeding Attack

When you make a Sneak Attack on a living target, you can cause the target to bleed profusely. For every 3 levels you have in this archetype, add another 1d6 to the damage roll for that Sneak Attack. Additionally, the target must make a Constitution Saving Throw. On a failure, the target will take 1 additional point of necrotic damage per damage die of your Sneak Attack (example, 4d6 equals 4 points of necrotic damage) at the start of each of its turns. At the end of each of its turns, the creature can repeat this Saving Throw, ending the effect early on a success. Costs 1 Combo Point per every 3 Levels you have in this archetype.

- Deadly Throw

Escape is not an option when you’re the threat, and you’ll be sure to make that known. As a bonus action, you can extend the range of your thrown weapon attacks by 20 feet for one round. Afterwards, if you attack a target who moved away from you on its last turn with a thrown weapon attack, you deal 1d6 additional damage for every 2 Levels you have in this archetype. Additionally, if this effect allows you to hit a target that would normally be out of range, you have advantage on that attack. Costs 2 Combo Points.

- Debilitating Injury

By deliberately moving in a strange technique, you can choose to apply one of the following effects when you land an attack, each with a different cost.

        - Bewildered: The target becomes ‘bewildered’ for 1 round, taking a -2 penalty to AC. Additionally, you have advantage on all attacks you make on the target with your Mastered Weapon. Costs 2 Combo Points.

        - Disoriented: The target becomes ‘disoriented’ for 1 round, taking a -2 penalty on its attack rolls. Additionally, the target has disadvantage on all attacks it makes against you. Costs 3 Combo Points.

        - Hampered: The target becomes ‘hampered’ for 1 round, reducing all of their movement speeds by half (to a minimum of 5 feet). Costs 4 Combo Points.

- Defensive Stance

As a bonus action, you can steel your resolve and enter a stance where you’re prepared to dodge or block any incoming attacks. You gain a +2 bonus to AC until the start of your next turn. Costs 3 Combo Points and you must be wielding your Mastered Weapon.

- Infected Wounds

You’ve learned how to angle your cuts in such a way as to cross various parts of your Mastered Weapon that contain bits and pieces of whatever you attacked last, with the vulnerable parts of your new target. When you land an attack, you can have the target make a Constitution Saving Throw, and on a failure, they are inflicted with the Blindness Condition for 1 minute. At the end of each of the creature’s turns, it can repeat the Saving Throw, ending the effect early on a success. Costs 4 Combo Points.

- Knockback Kick

You have learned how to finish an attack with style while getting your target away from you in one move. When you land an attack, you can finish it off with a powerful kick, attempting to knock the target away from you. The target must make either a Dexterity or a Strength Saving Throw, or be pushed 10 feet away from you and take 1d4+Dex points of bludgeoning damage. Costs 3 Combo Points.

- Precise Force

You’re not one to let an opponent’s advantages bother you, and you prefer to strike hard. When you land an attack with your Mastered Weapon, you can ignore all damage resistances (but not immunities) that the target has. Costs 5 Combo Points.

- Shadow Step

You’re a master of utilizing the shadows to your advantage, allowing you to easily and swiftly get into better positions. As a bonus action, you can move directly behind an enemy creature you can see within 10 feet of you, then you can make an attack with your Mastered Weapon on the same enemy creature. An attack made in this way does not benefit from score modifiers for damage (but does still benefit from other damage modifiers). Costs 4 Combo Points.

Specialized Initiative

You’ve learned how to tactfully plan out you and your allies’ moves in combat, to make the most out of every situation. Starting at 9th Level, add your Intelligence Modifier to your Initiative checks, alongside your Dexterity Modifier.

Improved Combo Maneuvers

You’ve upped your game since you first started your adventure, and have been thinking about new ways to carry out your fights as a result. Starting at 13th Level, you can choose 1 of the following Improved Combo Maneuvers from the list below. These function similarly to the first list of Combo Maneuvers. You learn an additional Improved Combo Maneuver at 15th Level, and again at 19th Level. Additionally, when you learn a new Improved Combo Maneuver in this way, you can replace one you already have with a different one from this list.

- Aerial Assault

You’ve learned how to specialize your attacks while getting to an advantageous position. When you land an attack, you can then propel yourself into the air off the target, and make an additional attack with your Mastered Weapon on the same target while you land directly behind them. This second attack, if it hits, deals double damage. Costs all Combo Points (minimum 10), and you cannot take a Bonus Action in the same turn you take this maneuver.

- Blade Swarm

You’ve studied how to use your Mastered Weapon at various distances, even if it isn’t normally meant for such endeavors. You’re also incredibly quick on the draw, allowing you to rapidly shoot or even throw weapons at several targets one after another. If your Mastered Weapon does not already have the Thrown property, you can treat it as if it does for the purposes of this maneuver (range: 20/60 feet). When you land an attack on a creature that is more than 5 feet away from you, you can, as a Bonus Action, choose as many creatures within a 20 foot radius of the original target creature. Those creatures must make a Dexterity Saving Throw, or take weapon damage equal to the amount the original target took. If a ranged weapon such as a bow or crossbow is used with ammunition, or a thrown weapon is used, you must expend ammunition for each additional target. Costs 10 Combo Points.

- Crippling Strike

You know precisely where to hit and how it will negatively affect the enemy’s ability to fight - and you can even do so by making deliberate backswings at the end of each of your strikes. When you land an attack with your Mastered Weapon, you can deal 2 points of Strength damage to the target. This effect lasts for 1 hour, or until the target regains Hit Points. If this effect brings a creature’s Strength Score to 0, that creature becomes incapacitated and restrained until this effect ends. Costs 4 Combo Points per use, and you can use this maneuver on each attack you make this turn, provided you haven’t used any other maneuvers this turn. You cannot take any other maneuvers on the same turn after you use this maneuver.

- Flying Lunge

You’re not one to let things get between you and your enemy and will go to great lengths to take them down. As a Bonus Action, you can make a DC 15 Dexterity (Acrobatics) check. On a success, you leap to right beside, in front of, or behind a target within your movement speed, ignoring difficult terrain, then make an attack with your Mastered Weapon on the target. This attack doesn’t benefit from score modifiers for damage (but does still benefit from other modifiers). Additionally, the target must make a Strength Saving Throw, or be knocked prone from the attack. Costs 8 Combo Points.

- Pinpoint Finale

You know precisely where to strike to render a target completely useless to their allies within an instant. When you land a Sneak Attack, you can aim your strikes directly at the pressure points of the target. Choose one of the following effects, each with a different cost:
         - The target is paralyzed for 2d6 rounds. Costs 3 Combo Points.
        - The target is rendered unconscious for 1d4 hours. Costs 4 Combo Points.
        - The attack is a guaranteed critical hit. Costs 5 Combo Points.

Mirror Move

You’ve studied every possible way to use your Mastered Weapon, to the point that no one could possibly surprise you by using it in a new way. Starting at 17th Level, you gain your Weapon Affinity as bonus AC when someone uses the weapon type of your Mastered Weapon against you.

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