Rogue
Base Class: Rogue

You are a killer, not an assassin. Your job is not to infiltrate fortifications and eliminate a target unseen, you are far too lazy for that approach. Instead you prefer to go after your targets directly and not waste time with semantics.

Deadly

Starting at 3rd level, you are a deadly force that eliminates it's targets without remorse. You gain the following benefits:

  • You have advantage on the first attack roll against any creature that hasn’t taken a turn in the combat yet.
  • Any hit you score against a creature that hasn't taken a turn in combat yet, is a critical hit.
  • You add your proficiency bonus to your initiative rolls.

Trained to Kill

When you choose this archetype at 3rd level, you gain the following benefits:

  • On the first round of combat you can ignore the effects Difficult Terrain and move normally
  • Your ability to deal damage with a proficient finesse or ranged weapon type of your choice increases by 1d2 [1d4 --) 1d6 --) 1d8 --) 1d10 --) 1d12]. You may only choose one weapon as that is all you need. You may choose a new weapon when increasing your Rogue level. At 9th level you may have two weapons of choice at the same time.
Bow

Your bows become more deadly than before and have their damage die increased by 1d2.

Crossbow

Your crossbows become more deadly than before and have their damage die increased by 1d2.

Dagger

Your daggers become more deadly than before and have their damage die increased by 1d2.

Rapier

Your rapiers become more deadly than before and have their damage die increased by 1d2.

Shortsword

Your Shortswords become more deadly than before and have their damage die increased by 1d2.

Murderous Intent

Starting at 9th level, you gain the ability to quickly asess new situations with ease, allowing you take quickly overpower your enemies. You gain the following benefits:

  • Whenever you make a initiative roll, treat a roll of 9 or lower on the d20 as an 10.
  • When you have advantage on a weapon attack roll, your weapon attacks score a critical hit on a roll of 19 or 20. 

Unfaltering Focus

At 13th level, you gain the ability to mark your target for death as a bonus action within a range of 100ft., granting you additional bonuses against it but ignoring any other combatant:

  • You always know the direction of your target relative to you but cannot determine distance
  • When you have advantage on a weapon attack roll against your target, your weapon attacks score a critical hit on a roll of 18, 19 or 20.
  • You have advantage on any skill checks to determine the location or visibility of your target
  • You gain +2 AC against attacks made by your target and +2 to saving throws against your target, but the negative amount against any creature other than your target
  • Effects caused by your target cannot affect you as if you were affected by the freedom of movement spell.

Your target is marked for 1 minute and can be chosen once per dawn.

Kill Shot

Starting at 17th level, you mastered the art of killing. When you attack and hit a creature that hasn't taken a turn in combat yet, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature and it is frightened of as long as you are in it's range of sight.

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