Rogue
Base Class: Rogue

it's a hunter/survivalist themed subclass leaning heavily onto the "thrill of the chase". Takes a lot of inspiration from scout but scout is really really awful.

Level 3: Chameleon

By observing the beasts who call the wilds home you've learned the art of avoiding detection, granting you these benefits:
Camouflage. You can attempt to Hide even when you are only lightly obscured or behind half-cover.
In Plain Sight. You can attempt to Hide even when you are directly within the line of sight of one or more enemies, however if you choose to do so, the Dexterity (stealth) check you make as part of the Hide action receives a -5 penalty to the roll.

Level 3: Frontiersman

You're a master tracker. You gain the following benefits:
Survivalist
.  You gain proficiency with the Nature and Survival skills if you do not already have proficiency these skills. Furthermore, you gain expertise with the Nature and Survival Skills. 
Trekker. Moving through difficult terrain no longer costs you extra movement.

Level 9: Relentless Pursuer

You gain the following Cunning Strike option.

Quarry (Cost 2d6). You focus your senses to one creature you hit with your sneak attack, marking them as your Quarry. The creature must make a Wisdom saving throw. On a failure, its speed is halved and they become Frightened of you. At the start of each of its turns, the creature repeats the saving throw, ending the effect on a success. This effect also ends when the creature dies, you use this feature again, or after a minute has passed.
Additionally, you have advantage on any Wisdom (Perception) or Wisdom (survival) check to make to find any creature you have marked as your quarry within the last hour.

Level 13: Predatory Instinct

You gain advantage on Initiative rolls. 
Additionally, you have tremorsense with a range of 60 feet and blindsight with a range of 10 feet.

Level 17: Hemorrhaging Strike

Whenever a creature marked as your Quarry begins its turn, it must make a Constitution saving throw. On a failure, it takes Necrotic damage equal to one roll of your Sneak Attack dice. This effect does not end on a success, and it must repeat this save each time it begins its turn while marked as your quarry. 


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