Rogue
Base Class: Rogue

 

 The Blade Master rogue is a close range combat specialist, employing stances and strikes to lock an enemy down and whittle away their health. They dont study the art of war, they study the art of getting the job done. 

Combat Precision

When you choose this archetype at 3rd level, you start to learn strikeswhich are powered by new dice called "precision dice", and stances which are powered by your proficiency modifier

StrikesYou learn 2 strikes at level 3, and one additional strike at 7th, 10th, and 15th level.

  • Strikes require precision dice. At 3rd level you precision dice are d6,
  • You may only use one Strike per turn, and only on your turn, 
  • You have 4 precision die,
  • A precision die is expended when you use it,
  • Any expended precision dice are regained when you finish a long rest. 

In some cases you may roll multiple precision dice on a single Strike. If you choose to, then use the highest result as "the roll" for the precision die, and modify the duration of the effect is to equal to the number of dice rolled.  For example, if you roll three precision dice on a hamstring strike, and roll a 2, 2, and 4, the targets speed is reduced by 20 feet (5ft x 4, the highest number on the dice rolled) for three (the number of dice rolled) rounds or until it saves from the effect. Alternatively, if you roll two precision dice on a Distracting Strike, and roll a 5 and a 1, deduct the 5 from the targets next two attacks. Twisted strike is an exception, as damage is dealt immediately, as the sum of the dice rolled. 

Strike  Effect 
 Hamstring Strike on a hit, roll one or more precision die. You reduce the targets speed by 5 feet multiplied by the roll of the precision die, until the end of its next (one) turn, or until it succeeds on a Constitution saving throw, which it can attempt at the end of its turn. 
 Bleeding Strike on a hit, roll one or more precision die. You cause your target to bleed profusely, dealing necrotic damage equal to the roll of the precision die at the start of their next (one) turn. 
 Sundering Strike on a hit, roll one or more precision die. The target must succeed on a constitution saving throw or their AC is reduced by the roll of the precision die until the end of their next (one) turn; on a successful save their AC is reduced by half as much (rounded down)
Twisting strike   on a hit, roll one or more precision die. The target suffers psychic damage to the results of the sum of the dice rolled. 
 Double strike on a hit, roll one precision die. If you rolled a 4 or higher, you may make an additional attack with your main-hand weapon
 Distracting strike on a hit, roll one or more precision die. The targets next (one) attack is reduced by the roll of the die.  
 Intimidating strike on a hit, roll one or more precision die. Until the end of the targets next turn, deduct the result of the roll from the next (one) Wisdom, Charisma, or Intelligence saving throw it must make. 
 Accelerating strike on a hit, roll one precision die. If you rolled a 4 or higher, you may move up to half your movement speed without taking opportunity attacks. 

 

StancesYou learn 2 stances at level 3, and one additional stance at 7th, 10th, and 15th level. As a bonus action you may enter one of your chosen stances.

  • Only one stance may be used at a time.
  • You may move while remaining in your stance, but Dashing causes you to drop your current stance. 
  • Coming out of a stance is a free action on your turn. 
  • You may use each stance once per short rest.
  • At level 13 in this subclass you gain an enhanced effect while adopting a stance.
Stance Effect  Enhanced effect*
Nimble stance You gain additional +2 AC for a number of turns equal to your proficiency bonus.  Stealth, Acrobatics
Unblinking stance You lock eyes with a creature of your choice that can see you, daring them to strike you. For 1 minute subtract your proficiency modifier from any roll to hit they make against you. The target must make a Charisma throw, on a failure they cannot make any attack against another creature.  Intimidation, Persuasion
Seeking stance For one minute position yourself aggressively, making it difficult for creatures to move away from you. If that creature moves out of your reach you can make two opportunity attacks against them. These attacks must be made with a melee weapon.   Perception, Insight
 Flanking stance For one minute when a creature is within reach of you and at least one of your allies, you are both considered to be flanking that creature.   Athletics, Acrobatics
Elegant stance For one minute ranged attacks have disadvantage against you.  Performance, Persuasion
 Exposing stance  Regain two expended precision die, for one minute the next attack against you, and the next attack you make, are made with advantage. Deception, Insight
 Coiled stance For one minute multiplied by your proficiency modifier attacks made against you from enemies you cannot see are not made with advantage, and you have advantage on initiative rolls. Survival, Athletics
 Disarming stance For one minute, when you hit with an attack of opportunity the target must succeed on a Strength saving throw or drop any carried weapon. The target may pick up their weapon but doing so reduces their speed to zero for the rest of their turn.  Sleight of Hand, Investigation

 

 

Improved Bladework

At 3rd level you deal an additional 1d4 damage with slashing weapons. This increases to 1d6, 2d4 and 2d6 slashing damage at 9th, 13th, and 17th level respectively. 

Swift bladework

At 9th level, once per turn you can attack with a rapid double strike using your main and off-hand weapons.  On a hit you may add the damage dealt by your off-hand weapon to an attack made with your main-hand weapon. 

 Additionally, your precision die are now d10

Striking Stances

At 13th level, adopting a stance temporarily provides advantage on ability checks, depending on the stance entered. For example while in a Nimble Stance you have advantage on Stealth and Acrobatics checks. The enhanced effect column in the stance table sets out which skills you get advantage on while in each stance. 

Additionally,  your precision dice are now d12, and you permanently gain 2 precision dice.

Master bladework

At 17th level you can target a creatures weaknesses with precision. When you hit creature with slashing or piercing damage in a turn they must succeed on a constitution saving throw, or thier walking, flying, or swimming speed (your choice) is halved, and they deal only half damage with attacks that use Strength, until the start of your next turn. 

You cannot apply this effect twice to a creature in the same turn. 

 

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