Rogue
Base Class: Rogue

Strenuous training has molded you into a versatile killer. When the situation allows, you stalk your quarry, taking great care to plan your movements and actions with pinpoint precision to deliver deadly ranged strikes. However, when the situation calls for a more brazen approach, you are a ferocious combatant. Your combat versatility shines through, allowing to improvise and adapt admits the chaos of combat. Few adhere to this roguish archetype: Select Mercenaries, Hitmen, and some specialized military units make up the few who do.

Stalker

Starting at 3rd level, careful planning and stealthy movement allow you to deliver devastating blows. If you spend no less than one minute preparing to make an attack (by doing things such as moving into advantageous position, hiding, etc.), you make the attack with a ranged weapon, and the creature is surprised by your attack, any attack you make against the creature is a critical hit.

Combat Versatility

When the chaos of battle means that careful planning becomes ineffectual, you can rely on your combat versatility to keep you alive. Starting at 3rd level, you may choose to forgo your sneak attack at the beginning of your turn to make an additional weapon attack. The number of additional attacks you can make increases at higher levels: two additional attacks (7th level), three additional attacks (11th level), four additional attacks (15th level), and five additional attacks (19th level).

In order to use this feature, you must not be wearing medium or heavy armor, must not be using a shield, and must not be wielding a weapon with the heavy, versatile, or two handed property.

Improvised Cover

Combat improvisation means using unconventional methods to gain the upper hand. Starting at 3rd level, you may attempt to grapple an creature (you cannot grapple a creature larger than you using this feature). On a successful grapple, you may use the grappled creature as cover, gaining +5 to your AC while the creature remains in your grapple

Additionally, if an attack directed at you misses, but would hit the grappled enemy, the attack hits the grappled enemy.

You may use this feature a number of times equal to your proficiency bonus per day, regaining all expended uses on a long rest.

Evasive Movement

Your combat movements are unbelievably fast. Beginning at 9th level If you use your full movement on your turn, you may use a bonus action to impose disadvantage (provided that the attacker does not have the sharpshooter or spell sniper feat) on any ranged attacks made against you till the start of your next turn.

Chaotic Opportunity

Even in the midst of chaotic combat, you are still able to target your enemy's weaknesses. Starting at 9th Level, whenever you use your Combat Versatility feature, you may add additional dice to your weapon damage. At 9th level you may add 1D4 to any weapon attack made during your turn. At 17th level this additional damage die becomes 1D6.

Precise Strikes

Starting at 13th level, whenever you make an attack using your stalker feature, your sneak attack die increase in size. At 13th level they become D8's for that attack. At 17th level they become D10's for that attack.

Unsurvivable Shot

At 17th level, if you attack a creature using your stalker feature, that creature must make a constitution saving through (DC 8 + your Dexterity modifier + your proficiency bonus), on a failed save, the damage from this attack is doubled.

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