Rogue
Base Class: Rogue

Swinging around the mast, the halfling raises his pistol. He only has one shot, and he patiently waits for his moment. A gentle squeeze of the trigger is all it takes, as his shot ricochets off the paladin's shield and into the leviathan's eye. Now, maybe, they stand a chance.

Equal parts panache and pomp, a buccaneer swaggers through combat, eliminating threats one at a time in extraordinary fashion. Most buccaneers carry pistols and cutlasses, preferring to skirmish on the outskirts of combat before closing in for the kill.

Corsair's Effects

When you choose this archetype at 3rd level, you gain proficiency in firearms as well as medium armor. You also gain proficiency in vehicles (water) and Navigator's Tools.

Daring Renegade

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack so long there are no creatures within 5 feet of either you or the target creature except each other, provided that you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Unflappable Poise

At 9th level, your natural confidence makes you more resistant to influence, and even prepared in the heat of battle.

You may add your Charisma modifier to any Wisdom Saving Throw you make.

Once per turn when you reduce a creature to 0 hit points or score a critical hit with a weapon you are proficient with, you may then use your Bonus Action to make a weapon attack with advantage. This attack ignores the "loading" feature of crossbows or firearms.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes