Rogue
Base Class: Rogue

They call you reaver, raider, ravager, but you are no mere bandit or thief. Instead of stealthily cutting purses, you take what you will and challenge your victims to defy you with but a scornful look. Those who do dare to stand between you and your plunder soon quake in fear before your unconventional but vicious fighting style. A marauder is a rogue who strides into battle wielding their bravado as a weapon. Be it on the high seas or on dry land you are infamous as a brigand with little regard for honor or the sanctity of life, driven only by your desire for wealth and power.

Marauders crush their enemy's spirit with fearsome glares and brash taunts, before carving into their flesh with lethal accuracy. These rogues learn to harness their guile to strike at the psyche of the weak, their infamy and ego growing with each bloody kill until they can do so with their mere presence alone. Their opponent become so rapt with terror they're attacks are rendered ineffective, with little recourse other than to run; however, showing their back to a marauder may be the last mistake they ever make.

Cloak of The Dread

Starting at 3rd level, you take on an extremely threatening fighting posture in combat, becoming as illusive as you are deadly. As a bonus action don the Cloak of The Dread stance for up to 1 minute.

While using Cloak of The Dread you gain the following benefits:

  • Once per round, you can give yourself a bonus +2 to the attack roll of a light melee or ranged weapon you are holding.
  • You have advantage when attempting to escape from being grappled or restrained.

You can take this stance a number of times equal to your Charisma modifier per long rest (no fewer than once).

Murderous Intent

At level 3, you gain the ability to debilitate your opponents with a bloodthirsty glare. Using the bonus action granted by your Cunning Action, you can make a Charisma (Intimidation) check against a creature's Wisdom (Insight) check.

If successful, that creature is blind with terror. Its next attack against you is at disadvantage and your next attack against it is at advantage. To do so, you must be within 10 ft of the creature, be able to see it, and it able to see you.

Dreadful Provocation

At 9th level, your taunting threats cut as deep as any blade as you transfix your foes with a hateful gaze. As an action, you can make a Charisma (Intimidation) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn’t hostile to you, it is frightened by you for 1 minute. While frightened, it cannot make take an action against you. This effect ends immediately if you or your companions attack or does anything friendly towards it.

Wrathful Reprisal

At level 13 you become more brazen in combat and gain an additional way to use your Sneak Attack; when making an attack of opportunity on a foe, you don’t need advantage on the attack roll or for another enemy of your target to be within 5 ft. of it to use your Sneak Attack.

Additionally your mastery of the Cloak of The Dread grows and you gain an additional benefit while taking the fighting stance:

  • When an attacker that you can see misses you with an attack, you can use your reaction to make an attack against that creature.

Menacing Assailant

Beginning at 17th level, the deadly presence reaches its apex making your taunts more effective and your attacks as lethal as they are precise. Any creature that understands at least one language can be effected by your Dreadful Provocation, even if it is a language you don't speak.

Additionally your mastery of the Cloak of The Dread grows and you gain an additional benefit while taking the fighting stance:

  • Once per round, you can add an additional 1d6 to your Sneak Attack damage against a creature that is frightened or under the effect of your Dreadful Provocation equal to half your Charisma modifier (round up).

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