Rogue
Base Class: Rogue

You hone your skills in the art of battle. Nobles, outlaws, renegades, and others who are disillusioned with chivalry typically follow this archetype, but so do rogues who prefer to think of themselves as vigilante, duelists, and generally tenacious combatants. In addition to improving your survivability, you learn Techniques that allow you and your allies to gain the upper hand in combat.

Dastardly Combat

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called technique points.

Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Technique Points. You have four technique points. A technique point is expended when you use it. You regain all of your expended technique points when you finish a short or long rest. You gain another technique point at 7th level and one more at 15th level. When you use a technique point that allows you to attack you add either your Intelligence or Charisma modifier (your choice) to the attack roll and may apply Sneak Attack on a hit.

Saving Throws. 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:

Maneuver save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier (your choice)

Techniques (Manuevers)

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one technique point and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to your Charisma or Intelligence Modifier (your choice)

Disarming Attack

When you attack a creature with a weapon attack, you can expend one technique point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you attack a creature with a weapon attack, you can expend one technique point to distract the creature, giving your allies an opening. You add your Charisma or Intelligence Modifier (your choice) attack roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

 Evasive Footwork

When you move, you can expend one technique point, add your Charisma or Intelligence Modifier (your choice) to your AC until you stop moving.

Goading Attack

When you attack a creature with a weapon attack, you can expend one technique point to attempt to goad the target into attacking you. You add your Charisma or Intelligence Modifier (your choice) attack roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one technique point to increase your reach for that attack by 5 feet. You add your Charisma or Intelligence Modifier (your choice) attack roll.

Maneuvering Attack

When you make a melee weapon attack on your turn, you can expend one technique point to maneuver one of your comrades into a more advantageous position. You add your Charisma or Intelligence Modifier (your choice) attack roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by your Dexterity modifier.

Quick Toss

As a bonus action, you can expend one technique point and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. Add your Charisma or Intelligence Modifier (your choice) attack roll.

Trip Attack

When you make a weapon attack, you can expend one technique point to attempt to knock the target down. You add your Charisma or Intelligence Modifier (your choice)to the attack roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Well-Equipped and Skilled

At 3rd level when you choose this architype you gain proficiency with Medium armor, Martial weapons, and Shields.

As a master combatant you are skilled in all tools of war and because of your training you can Sneak Attack with any weapon besides heavy melee weapons.

Tactical Fighting

At 9th level you are able to combine attacks with dodges.

When you take the Dodge action you can also make one Weapon Attack. You can do this a number of times equal to your PB. This ability recharges after a Long Rest

Improved Dastardly Combat

At 13th level, your cunning and misdirection becomes extraordinary. Whenever you hit with a Technique attack you add your Charisma or Intelligence modifier (your choice) to the damage.

Rakish Tenacity

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 technique point

Previous Versions

Name Date Modified Views Adds Version Actions
7/2/2022 3:48:56 PM
2
1
1.0
Coming Soon
7/2/2022 3:50:51 PM
1
1
--
Coming Soon
7/2/2022 7:03:27 PM
2
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes