Rogue
Base Class: Rogue

Your greatest ability isn't your body, mind, or weapon - but your momentum. With this subclass, you get personal with danger, dancing with the reaper's scythe across the air through any obstacle. It takes two to tango, and you’re on the world’s most terrifying stage.

(original concept by Benevolentevil)

Natural Acrobat

When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics skill. If you already have proficiency in this skill, you gain proficiency with a tool of your choice or learn a language of your choice instead. Also, your proficiency bonus is doubled for any ability check you make using the Acrobatics skill.

Aerial Ace

Starting at 3rd level, you are capable of incredible flips, jumps, and aerial maneuvers. You have a flying speed equal to half your walking speed on each of your turns. To make use of this speed, you can’t be wearing medium or heavy armor. When you end your turn while flying using this speed, you fall unless you can stop the fall.

In addition, you can choose to calculate your jumping distance using your Dexterity score instead of Strength.

Height Advantage

At 3rd level, you also learn how to tactically exploit any height advantage, gaining an additional way to use your Sneak Attack. You don't need advantage on the attack roll to use your Sneak Attack against a creature if the bottom of your space is vertically higher than the top of the target's space by at least 1 foot for every 3 feet of horizontal distance between you and the target.

For example, if you are 15 feet away from the target, then the bottom of your space must be at least 5 feet higher than the top of the target's space. If you are 60 feet away, then it must be at least 20 feet higher. If there is 0 feet between your spaces, as there would be if you were making a melee attack with most weapons, then the bottom of your space must simply be above the top of the target's space.

All the other rules for Sneak Attack still apply to you.

Fleeting Dodge

At level 9, your body is as agile as your mind, allowing you to Dodge as a Bonus Action, imparting disadvantage to any attack rolls made against you until the start of your next turn.

Defy Death

Your affinity for risky behavior has been cause for many near death experiences, granting you a certain sad familiarity with death. Starting at 13th level, you add your proficiency bonus to your death saving throws. When you make a death saving throw and the result is greater than 20, it has the same effect as if you had rolled a 20 on the d20.

Supersonic Strikes

At 17th level, you can utilize all your momentum to deal a single peerless strike. Once per turn, when you make a melee attack, you can spend all your movement for that turn to deal double your sneak attack damage dice.

Previous Versions

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9/15/2022 3:19:47 AM
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9/15/2022 3:04:58 PM
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