Base Class: Rogue
Rogue Archetype: Prescient
Thieves, assassins, tricksters; rogues are the pinnacle of skill and guile. A blend of talent and training, they deftly maneuver or cleverly evade. For some, however, chance and fate both lend a powerful - but costly - hand. These few see into the din that is their very near and possible future, and use that foreknowledge to be in the right place at the right time - especially when it counts the most.
The powers of the Prescient take a heavy toll - they are triggered by the expenditure of hit dice. Hit dice used in this way are replenished after completing a long rest, but other hit dice used in the traditional manner are still subject to standard hit dice restoration rules.
Prescient Features
|
Rogue Level |
Feature |
|
3rd |
Prescient Awareness, The Advantageous Path |
|
9th |
Cunning Reaction |
|
13th |
Subliminal Prescience |
|
17th |
Fate’s Favoured |
Prescient Awareness
When you choose this archetype at 3rd level, the constant background noise of possibilities nags at your perception even when actively tuning it out. You add your proficiency bonus to initiative rolls.
Additionally, if you are surprised, you may expend a hit die to negate the effects.
The Advantageous Path
Starting at 3rd level, once per round you may expend a hit die to add the die roll to any one roll you make or has been made against you.
Upon completing a long rest, you can use this feature a number of times equal to your proficiency bonus.
Cunning Reaction
Starting at 9th level, you are able to glance into the patterns of fate as they unfold and choose to preemptively perform an action that rogues know by rote.
Once per round, you may expend three hit dice to use to make an extra Cunning Action. Upon completing a long rest, you can use this feature a number of times equal to your proficiency bonus.
Subliminal Prescience
At 13th level, the glimpses you make into the prescient future have become second nature to you, and don’t require as much mental dedication to complete. You have two reactions per round.
Fate’s Favored
When you reach 17th level, your ability to read the prescient futures before you has reached its zenith. You are able to see the unfolding of events with clarity, allowing you to react with seemingly blinding speed, when in reality you are simply where you need to be.
Once per round, you can expend five hit dice to take a full action during another creature’s turn.
Previous Versions
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4/27/2023 5:15:34 AM
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19
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0
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1
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Coming Soon
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5/5/2023 8:26:15 PM
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20
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0
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Coming Soon
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Posted May 5, 2023This version moves some things around and changes the reliance on reactions, which can be the difference between the life and death of a rogue... all the goodies still hinge on hit dice, and have also mostly been restricted in numbers of use via proficiency and the fact you can run out of hit dice. Likely there will be another version after this is playtested, but it mechanically works much better than previous complicated submissions.