Rogue
Base Class: Rogue

Thrills. You love 'em, you seek 'em, you thrive on them. Its hard to go a day without seeking some excitement from the world around you. 

Rouges who choose this archetype use their natural adrenaline to fuel them through battle. They have learned to use the emotions of fear, anticipation, anger, and excitement to their advantage. Sometimes however, this can lead to quick fatigue in the form of exhaustion levels. 

Delight in Heights

Your search for excitement has given you an appreciation of high altitudes. If you are within 5 ft of a ledge that has a drop of at least 20 feet high or suspended in the air at least 20 feet high, gain advantage on all attacks, investigation, acrobatics, perception, stealth, and sleight of hand checks 

In addition you can make a diving melee attack on a creature 20 feet or more below you. This attack is taken at advantage and if hits, any fall damage that would be taken is instead applied as bonus damage to the target of the attack. If miss you take fall damage as normal. In order to apply fall damage, effects that would stop fall damage like feather fall or fly cannot be active on your character when making the attack. This attack can use benefits from sneak attack. You can do this once per short rest.

Adrenaline

Starting at 3rd level the excitement of combat gets the adrenaline pumping in your blood. You gain access to a new resource called Adrenaline which can be spent to activate Adrenaline abilities.

Your maximum adrenaline points are equal to your rouge level up to 12. You cannot have more than 12 maximum adrenaline. 

You start each initiative with adrenaline points equal to your rouge level divided by three (rounded down) and lose all adrenaline at the end of initiative. For each turn in which you take at least one action, or bonus action you gain 1 adrenaline. If you hit with at least one weapon attack during your turn, you gain 2 Adrenaline instead. If you hit with at least one sneak attack, gain 3 Adrenaline instead. If you hit with a critical strike gain 4 adrenaline instead. 

Adrenaline can be spent to use abilities specific to the Adrenaline Junkie Archetype. Adrenaline abilities do not take an action, bonus action or reaction, unless stated otherwise. There is no limit to how many adrenaline abilities can be used in a turn but but the same ability cannot be stacked on one action. For example you can use a Rigorous Thrust and a Harsh Blow on an attack but can't use two Harsh Blows on the same attack. WARNING: Using 5 or more Adrenaline between the start of your turn and the start of your next turn will cause you to suffer from 1 level of exhaustion once initiative ends. This effect can cause you to suffer from multiple levels of exhaustion at once if applicable.

As you level up more actions become available at level 7, 9, 11 and 15. See table below 

 

Ability

Level Requirement

Adrenaline cost

Description

Rigorous Thrust 

3

2

Add 1d4 to your next melee attack roll this turn.

Harsh Blow

3

3

Re-roll any or all damage dice. You must use the new roll. 

Evasive Maneuver 

5

1 - 7

Use your reaction to temporarily increase your AC.

Sprint

5

1 - 12

Add 10 feet per Adrenaline spent to your movement this turn.

Hurried Strike

7

3

Make another weapon attack

Heroic Avoidance

7

3

Use your reaction to grant any friendly creature within 5 feet the benefit of your evasion until the beginning of the friendly creature's turn.

Uncanny Adrenaline 

9

3

Use Uncanny Dodge without actually expending your reaction. 

Ludicrous Speed

11

5

Make yourself top initiative and add half your movement speed until the end of initiative. 

Running on Pure Adrenaline

15

1 - 12

If reduced to 0 or less hit points gain temporary hit points. The temporary hit points gained equal the amount of adrenaline points used times 2. 

 

 


Maximum adrenaline level equals your rogue level until level 12. You cannot gain more maximum adrenaline levels past 12.  Adrenaline Actions can only be used during combat unless stated otherwise. 

Overactive

At 9th level your high energy can be used to help with completing tasks. Once per short or long rest you can activate overactive.

While overactive is activated standing from prone requires no movement. Climbing and difficult terrain no longer restrict movement. Swim speed is doubled. 

Overactive can also be used to quickly complete tasks that would normally take a long long time, like cleaning a house, reading a book or crafting an item. Any task that would normally take an hour to complete only takes 10 minutes if overactive is used.

Overactive can be used more than once per rest, but a level of exhaustion is suffered for each extra time used once overactive is expired. 

Thrill of Pain

At 13th level, when you take damage that you are not vulnerable to, you gain 1 adrenaline point and additional hit points per 10 hit points that you lose as a result of this attack. Hit points for additional adrenaline points do not accumulate if a creature makes multiple attacks.

 

Thrill of Fear

At 13th level terrifying scenarios become incredibly appealing to you. You are immune to the frightened condition. Situations that would normally give you the frightened condition instead give you maximum adrenaline points. If a saving throw is normally required, there in so need for it now. This can only occur once per long rest.

Eager to Fight

Starting at 17th level, your thirst for excitement has given you vigorous adrenaline. When you start initiative you gain adrenaline points equal to your initiative roll divided by 4 (rounded up). You also automatically win any initiative ties.

Additionally enemy creatures who take attacks against you before your first turn in initiative do so with disadvantage. 

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