Base Class: Rogue
Rogues who follow the Path of the Practical Survivor rely on quick thinking, clever tool use and small real-world tricks rather than magical talent or flashy combat skills. They improvise solutions, analyze situations and support their allies with tactical advantages.
Practical Mind
You gain Expertise in two skills of your choice from the following list: Investigation, Perception, Sleight of Hand, Survival, or Insight. If you already have Expertise in two of them, you may choose other skills from that list.
In addition, whenever you make an ability check related to real-world analysis, problem solving, environmental reasoning, mechanical understanding, or scenario preparation, you may add 1d4 to the roll.
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Improvised Tools
As a bonus action, you can improvise a simple useful tool, such as a pick, hook, wedge, wire loop, mini-ram, hammer, pole, or clamp.
The tool lasts for 10 minutes or until you use this feature again if the GM finds the tool unreasonable. You can have up to two improvised tools active at once.
These tools cannot replicate magical effects or produce complex mechanisms.
Tactical Break
As a bonus action, you may choose one creature you can see within 30 feet. That creature gains one of the following benefits of your choice until the start of your next turn:
• +2 to their next attack roll, or
• They may move up to 10 feet without provoking opportunity attacks, or
• They gain +2 to AC.
You may use this feature once per short or long rest.
Efficient Escape
You gain a climbing speed equal to your walking speed.
You can move through openings and tight spaces as small as 8 inches wide without needing to roll or spend extra movement, as long as armor or equipment allow it.
When you take the Dodge action, you may move 5 feet without provoking opportunity attacks.
Improvised Cover
When you are hit by an attack, you may use your reaction to reduce the damage.
Reduce the damage by 1d10 + your Dexterity modifier + one-quarter of your rogue level (rounded down).
The protection comes from grabbing or using a nearby object, wall, table, shield, stone, or structural support.
You can use this feature once per short or long rest.
Survivor’s Reflex
When you fail a Dexterity or Strength saving throw, you can choose to succeed instead.
You may use this ability twice per long rest.
When you do so, you may also move up to 10 feet without provoking opportunity attacks.
Improvised Strike Mastery
You can treat any improvised object you hold as a finesse weapon that deals 1d6 damage and can be used for Sneak Attack.
When you hit a creature with an improvised weapon attack, choose one of the following effects:
• Push the target 5 feet.
• The target has disadvantage on its next attack roll before the end of its next turn.
• You deal an additional 1d4 damage of the weapon’s damage type.
• You can move 5 feet without provoking opportunity attacks.
You may use one of these effects once per turn.
Combat Improvisation
Once per round when you miss with a weapon attack, you may choose one of the following effects:
• Push the target 5 feet,
• Give the target disadvantage on its next attack roll,
• Gain +2 to your next attack roll against that creature,
• Use the environment to gain half cover until the start of your next turn.
This feature does not require an action.
Master of the Moment
As a bonus action, you enter a state of heightened control and clarity for 1 minute. For the duration:
• You may take two different bonus actions on each of your turns.
• Your Improvised Tools last 1 hour and cannot break.
• You gain +1 AC.
• When you roll a d20 for an ability check related to skills, you may treat any roll of 9 or lower as a 10.
You may use this feature once per short or long rest.
Improvised Strike Mastery Upgrade
Your improvised weapon damage die becomes 1d8.
When you use your Improvised Strike Mastery effect, you may move an extra 5 feet without provoking opportunity attacks.
Practical Perfection
Your experience and instinct sharpen into near perfection.
• You gain a +2 bonus to initiative rolls.
• When you make an ability check using a skill with which you are proficient, you ignore disadvantage on that roll. If multiple disadvantage sources apply, treat the roll as if it had no disadvantage.
• You can take one additional Reaction each round. This Reaction can only be used to make an opportunity attack or to use the Improvised Cover feature.
Improvised Strike Mastery Perfected
Your improvised weapon damage die becomes 1d10.
Attacks made with improvised weapons score a critical hit on rolls of 19–20.
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Posted Aug 31, 2026Please tell me what i can do to make it better and make improvements. :)