Rogue
Base Class: Rogue

People reverted to animals, roguish Wildlings rely on their sharpened instincts and primitive cunning to survive. Wildlings act as part of their environment, using their terrain, feral bodies, and anything they might scavenge to better their position– their tenacious savagery only grows as their experience widens.

3rd  -  Seasoned, Primal Ingenuity

9th  -  Extra Attack, Feral Fighting

13th -  Ravage the Helpless

17th -  Limb from Limb 

Seasoned

Upon selecting this archetype at 3rd level, you find yourself better adapted to hostile surroundings in both body and instinct. Gain your choice of the two-weapon fighting, thrown weapon fighting, unarmed fighting, or archery fighting styles. Furthermore, when you use the Dash or Disengage actions on your turn, ignore movement penalties when climbing, swimming, or crossing non-magical difficult terrain. Lastly, you can stomach raw, rotten, or mildly poisonous food with no adverse effects.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Primal Ingenuity

Upon reaching 3rd level, gain proficiency in your choice of two Wisdom-based skills if you don’t already have them, or expertise if already proficient. Additionally, you develop methods to craft crude weapons and supplies by hand using scavenged resources. Twice per long rest and once per short rest, you may devote some time while resting to assemble one of the following items provided you possess the appropriate materials and succeed at a DC 12 Dexterity (Sleight of Hand) check. Failing this check ruins the materials it’s attempted with, requiring you to acquire more.

Crude Weapons

Craft a primitive version of any weapon besides crossbows, requiring materials decided by the DM (using sticks, rocks, bones, cloth scraps, string, metal scrap, etc.). These weapons automatically receive the Finesse property in addition to their regular features and you are considered proficient with them, but they will break irreparably after critically failing on an attack roll. With DM approval, these weapons may receive extra properties if special materials are used (e.g. monster parts, magical metals, etc.)

Bolas

Craft a simple throwable bola using a length of rope or robust string, three rocks, and cloth scraps to tie them together. Bolas in your inventory can be thrown as a ranged attack on your turn using your Dexterity modifier with 30 ft. of range (60 long), dealing 1d4 damage and retraining the target. Targets remain restrained until they devote their action to a DC 12 Strength (Athletics) check to free themselves or are helped by another creature (bolas can then not be recovered). Rope must be greater or equal to 2.5 feet for creatures of size small, 5 feet for medium, and 10 feet for bolas to restrain their targets (N/A for tiny or giant creatures).

Garrotes

Craft a strangling cord using 1 ft. of rope or wire plus two sticks. With a Garrote in your inventory, you may attempt to strangle a creature as a melee attack on your turn for which you must be able to both grapple the opponent and apply Sneak attack damage to them. Strangling the creature via a special grapple for which you may Dexterity (Sleight of Hand) checks instead of Strength (Athletics). Creatures grappled this way, in addition to the effects of the Grappled condition, are silenced and sustain true damage equal to your Sneak Attack damage dice at the start of their turns. Creatures immune to suffocation will not be damaged when strangled. Garrotes are lost once targets escape from being grappled.

Snare Traps

Craft a subtle snare trap using 5-15 ft. of rope or wire. Once created, you may spend 1 minute fastening a snare to a heavy/stationary object and designate a space of 5 ft.2 along the ground for the trap to apply up to 15 feet away from the object (max distance = length of chord used). Any creature which then fails to spot the trap and steps onto that space is then restrained. Targets remain restrained until they devote their action to a DC 12 Strength (Athletics) check to free themselves or are helped by another creature (snares can then not be recovered)

Arrows / Bolts

Fashion arrows or bolts (max 20 per rest) from sticks or bones (1:1), plus feathers in the case of arrows (3:1). If you have no tool to sharpen your arrow shaft, attach a chipped rock or metal scrap with some cloth/hide. Consider using special material for arrowheads to apply extra effects (DM discretion).

Leather / Hide Armor

Fashion armor from creature skins. Consider using monster pelts with special properties for additional effects (DM discretion)

Rope, Hempen

Fashion rope out of fibrous plants (determine length by amount w/ DM approval)

Torches

Fashion a torch with a stick and some cloth/hide scraps (1:1).

Other Items

Discuss with your DM.

Extra Attack

At 9th level, you may attack twice, instead of once, when you take the Attack action on your turn. 

Feral Fighting

Starting at 9th level, once per turn, you may replace any melee attack with a ferocious unarmed strike using your Dexterity modifier rather than Strength and applying a debilitating effect to creatures which fail a Constitution saving throw (DC = 8 + DEX + Proficiency). These attacks can apply additional damage from Sneak Attack and creatures unaware of your presence will automatically fail their saving throws. Options are as follows:

Leg Sweep

May knock the target prone if medium or smaller.

Eye Gouge

May blind the target until the end of their next turn.

Throat Jab

May silence the target for until the end of their next turn.

Ear Clap

May deafen the target for until the end of their next turn.

Cranium Bash

May knock the target unconscious indefinitely, –8 to save DC (Out-of-combat use advised, DM discretion).

Ravage the Helpless

Once you reach 13th level, you find yourself compelled to tear your enemies apart at their most vulnerable. When attacking enemies affected by a condition which grants your attack rolls advantage against them (prone, blindness, restrained, paralyzed, sleep, etc.) you may apply Sneak Attack damage regardless of whether you’ve used Sneak Attack on your turn already.

Limb from Limb

At 17th level, you learn to channel your savagery into an thoughtless all-out assault. As an action on your turn, you may make four attacks on any target you can sense. So long as you can perceive the target, these attacks cannot suffer from disadvantage. After using this feature, any further use will incur one level of exhaustion until you take a short or long rest.

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