Rogue
Base Class: Rogue

A trained, deadly killer.

Memorize

Beginning at level 6, once every short rest, you can choose to memorize every detail of a person, location, or conversation.

Blend in

At level 3, you can quickly change they way you walk, talk, and act in order to blend into a crowd (DC13). If sucessful, all non-magical forms of tracking and monitoring abruptly fail.

Climber

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Multiattack

At the 6th level, you gain one of the following features of your choice.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Assassin’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.

Assassin

At level 13, you deal extra damage on attacks where the target is unconscious, distracted, or unaware of your presence. When stealthily attacking a target, you have advantage and you add an extra 1d8+2 damage to your attack roll.

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