Rogue
Base Class: Rogue

A quintessential yet unantiquated essence of the Rogue. You have found an ally in darkness, delving in the shadows to ambush and strike down your foes using lethal precision from the shrouded expanses of this plane. Pairing this with your expertise in Poisons, you utilise the most potent of concoctions dealing out death to whoever seeks it.

Derived from the PHB Assassin archetype.


 

Tricks of the Trade

When you choose this archetype, at 3rd level you can prepare and deliver deadly poisons. You gain proficiency with the Poisoner's Kit if you don’t already have it and become experienced in identifying, harvesting and working with poisons. You can now add your proficiency bonus when making checks for these actions and you have become resistant to Poison damage after long hours of working with such dangerous toxins. Further to this, when you make a damage roll that deals poison damage, it ignores resistance to poison damage.

You can now use your Cunning Action to throw a dagger or vial of poison, use a potion or apply a poison to a weapon or piece of ammunition as a bonus action. Administering a potion to a willing ally in this way will leave you open to attack and provoke an attack of opportunity if you are within range of a hostile creature.

Poisoneer

You take 1 hour to create a number of doses of potent poison equal to your proficiency bonus using exotic and toxic ingredients you encounter across the world. The type of poison will depend on the mixture. You can work with your DM to determine the effects. Poisons made by you retain their potency for 1 minute once applied to a weapon or piece of ammunition or until you hit with the weapon or ammunition. When a creature takes damage from the poisoned weapon or ammunition, it must make a Constitution saving throw (DC 10 + your Intelligence modifier + your proficiency bonus) or become poisoned and suffer the effects for the duration. 

Belt of Vials

You my carry as many types of poison as you wish at any one time but your Belt of Vials only has space available equal to your proficiency modifier for immediate use in combat. A vial of Poison is expended once applied to a weapon or thrown. You may replenish your Belt of Vials when combat is over. 


 

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You add your Proficiency bonus to Initiative rolls at the beginning of combat and you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. 

If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.


 

Shadow Step

Starting at 9th level, you gain the ability to step from one shadow into another. When you are positioned in dim light or darkness, you may use a bonus action to Shadow Step, instantly moving up to 30 feet to an unoccupied space that you can see which is in dim light or darkness. This does not provoke an opportunity attack. You now make a Dexterity (Stealth) check against your enemy's Wisdom (Perception) check to determine if you are hidden. This ability can be used as many times equal to your intelligence modifier. You regain this ability after a long rest.

You also gain the ability to hide in dim light or darkness even if you are only lightly obscured. Creatures have disadvantage on Wisdom (Perception) checks against your Dexterity (Stealth) check while you are hidden in dim light or darkness.


 

Pin-point Accuracy

Starting at 13th level you have become adept at finding the weaknesses in your enemy’s armour. Before you make a melee attack with a weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. If this attack reduces a creature to 0 hit points, you can make one extra melee weapon attack. If you have advantage, this attack can benefit from sneak attack.


 

Umbral Veil

From 13th level, you have learned to become one with the shadows and can now create Darkness, expanding your shadow domain for a short time or embellish your allies with your subtlety by using Pass without Trace. You can cast each spell once. You must finish a long rest before you can do so again.

You also gain the ability to see in darkness, both magical and nonmagical, and dim light as if they were bright light to a distance of 60 ft.


 

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

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