Base Class: Rogue
A sketchy figure, bad company, and much more terms are used to describe Prowler rogues. They are often the type to be blamed for petty crimes like theft. Knowing the dark corners and alleyways, Prowlers stalk their prey with ruthless efficiency, taking down gangs and powerful creatures.
Fighting Dirty
As someone who often spends time in the slums and back alleyways of neighbourhoods and cities, you know where to hit and when to hit. Who cares how you win, as long as you win?
Sucker Punch. On your first turn of each combat, you can make an unarmed strike using your bonus action. On a hit, the target takes 1d4 + half your Sneak Attack dice + your Dexterity modifier. Unarmed strikes made in this way use your Dexterity modifier instead of your Strength modifier for attack rolls.
Pocket Sand. As an action, you can make a melee attack against a creature in your reach by spraying a handful of loose materials in the eyes of a target. On a hit, the target is blinded until the start of their next turn. Your pocket sand attack has a bonus to hit equal to your proficiency bonus + your Dexterity modifier and requires a handful of loose material like sand or gravel to use.
Eye Gouge. You can make a directed attack against a creature’s sensitive areas. When you make a melee attack, you can take a -3 penalty to hit but if your attack lands, you gain advantage on the damage roll for that. If you roll a 20 on an attack roll when using this feature, the target is also incapacitated until the start of your next turn. You choose whether or not to use this feature before the attack roll is made.
Uncanny Intuition
You have a strange sense for danger and when it might be lurking around. You add your Wisdom modifier to initiative rolls.
Dodge Roll
Whenever you use either your Uncanny Dodge or Evasion features, you can move up to half your movement without provoking attacks of opportunity. You may use this feature no more than once per round and you cannot use this feature while incapacitated or if your speed is reduced to 0.
Right Place Right Time
You seem to be able to find the best places to be without having to spend much effort. You can hide in dim light, and you gain advantage on Dexterity checks (stealth) when not hiding in dim or bright light.
Slow Your Roll
You know how to stop a creature in its tracks, all thanks to your luck and intuition.
When a creature within 30 feet of you rolls above a 5 on an attack roll, ability check, or saving throw you can use your reaction to forgo its roll and force a 5 on the dice instead.
Once you use this feature, you cannot do so again until you finish a long rest.
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