Rogue
Base Class: Rogue

You were trained in the ways of an order but since then you have found your own path. Whether it was because of a tragedy, a challenge, or a disagreement with the code you were trained in, you have since left your order. You have loyalty to no man and live by your own code. You are a lone wolf and you prefer your life that way. You have made a life for yourself without the help of others. Often times, you are nomadic and seen as a criminal in many places. What others think does not bother you because this is the life you chose. You fight with your own code and play by your own rules. No man, beast, or organization will ever own you again. 

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Spellcasting

You have the ability to cast cantrips equal the number of leveling up on the Wizard casting chart. 

One with the Shadows

Starting at 3rd level, you can gain advantage on attacks in dark light against a creature that has not taken a turn. 

Sharp Eye

Starting at 9th level, as a bonus action you can pinpoint a weak spot in your pennant's defenses. This gives you a +1 to your attack roll against that specific enemy on your next attack action. You can use this ability feature a number of times equal to your intelligence modifier before needing to take a long rest. It goes up to +2 at 13th level, and +3 at 17th level. 

Lone Wolf

At 13th level, gain the ability to gain advantage on intimidation checks when you speak to one humanoid alone. If they succeed a DC 15 wisdom saving throw, they are not frightened. On a failed save, the humanoid is frightened for one 1 hour until attacked. 

Strength Before Death

Starting at 17th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes