Rogue
Base Class: Rogue

Though titan slayers often adopt larger-than-life names, and perform immense feats, they are universally little folk, such as halflings and gnomes, which excel at battling foes larger than themselves.

As a titan slayer, you have learned a number of techniques to dumbfound larger creatures, so that you can target their vital areas and bring them down swiftly. You use your foe's size against them, weaving between their limbs and striking when they least expect it. No challenge and no foe is too large for you, for as they say, "The bigger they are, the harder they fall."

Underfoot Combat

Starting at 3rd level, while you are adjacent to a creature that is two or more size categories larger than you, you can use your bonus action to enter that creature's space. You remain in this creature's space until it moves or until you use your bonus action to move to an unoccupied space adjacent to the creature.

While you are in a hostile creature's space, you can use Sneak Attack against that creature if you don't have disadvantage on the attack roll, even if you don't have advantage against it and if no enemy of the target is within 5 feet of it. Additionally, while in this space, you have half cover if the creature is two size categories large than you, and three-quarters cover if the creature is three or more size categories larger than you.

Knee Striker

At 3rd level, when you make a Sneak Attack against a creature larger than you, you can forego half your Sneak Attack dice (rounded down, to a minimum of 1) to knock that creature prone.

Confound the Big Folk

By 9th level, you are an expert in the art of baffling the big folk, who are slow and unobservant by your standards. You have advantage on Dexterity (Stealth) checks made to hide from and sneak around creatures larger than you. Additionally, if you make a check to avoid, climb on, or confuse a creature larger than you and the check doesn't already use your proficiency bonus, you can add half your proficiency bonus to that check.

Fear No Monster

By 13th level, you are fearless in the face of impossible odds. You can't be frightened, and, when you roll initiative, you have advantage on ability checks and saving throws you make until the end of your next turn.

Fell the Giant

At 17th level, your weapon attacks against creatures larger than you score a critical hit on a roll of 19 or 20. Your critical hits also knock the target creature prone.

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