Rogue
Base Class: Rogue

Alley Cat rogues are professionals when it comes to the streets. Adept at close-quarters combat, quick maneuvering and agility, criminal sense, deception and theft, Ally Cats are among the best criminals. Often roaming city streets, black markets and sketchy bars, they constantly seek to better their fortune by worsening others.

Fast Hands and Sticky Fingers

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the [Tooltip Not Found] action. You also have advantage on Stealth and Sleight of Hand checks to steal, pocket or otherwise swindle something or someone.

Around The Corner

At 3rd level, whenever you move more then 10 feet, you can take the Dodge or Hide action as a free action and you have advantage on Stealth checks while taking the special Hide action this trait grants you.

In addition, you can can walk silently, not making any audible sound.

Criminal’s Sense

Starting at 9th level, you develop a Criminal’s Sense. With this, you gain the innate ability to detect if an object, no matter how mundane or fantastical looking; has any real value and if investigated for 5 minutes, you can detect details about it that were not visiable on the surface.

Additionally, you can detect when organizations, groups or people are criminals or have committed not-so-savory deeds. You can also detect if another person has the Criminal’s Sense and of you detect each other, you have an instant boost in respect and inlays for future work together, purely because you are both experienced in your craft.

Alleyway Fury

Starting at 13th level, you gain an Extra Attack, +3 to hit any creature within 15 feet of you and Reach.

in addition, you can also make a special Opportunity Attack against any creature that moves within a 15 foot circle around you that does not consume your Reaction.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

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