Base Class: Rogue
Rogues are often seen as precise and calculating, thriving in shadows with a dagger and a plan—but Bushwhackers are something else entirely. They are chaos in the tallgrass, cackling madmen in the dark, hunters who strike with feral cunning and refuse to fight by anyone’s rules but their own. Violence fuels them. Every drop of blood sharpens their senses, and each encounter teaches them to strike harder, move faster, and survive longer. They are predators first, rogues second, and no battlefield, no matter how chaotic, can satiate their hunt.
Level 3: Ambush grappler
At 3rd level, you learn a set of underhanded tactics, allowing you to jump from cover to seize your prey, and pull them into the brush as your blade finds its mark.
- When you attempt to grapple a creature that is your size or smaller, you may use your Dexterity modifier in place of your Strength modifier when determining the save DC to resist your grapple.
- When you attempt to grapple a creature while you are hidden from it, that creature has disadvantage on the saving throw to avoid being grappled. If the creature is the same size as you and the grapple succeeds, you may use your bonus action to make a Dexterity (Stealth) check to hide behind that creature, provided it can reasonably obscure you.
- If you successfully grapple a creature and are wielding a finesse weapon, you can make one melee weapon attack against that creature as a bonus action on the same turn.
Level 3: Guerilla tactics
Starting at 3rd level, you adopt a combat style shaped by ambush, harsh wilds, and endurance.
You gain 1 additional hit point for each rogue level you have.
Additionally, choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Level 9: Predator's Hunger
At 9th level, when your blood is up and the hunt is on, you surge forward with animal speed, tearing into your prey and feeding on their weakness.
You can use your action to move up to 10 feet without provoking opportunity attacks and lunge at a creature within reach, attempting to tear into it with a vicious strike. The target must succeed on a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus).
On a failed save, the creature is knocked prone and takes 1d8 + your Dexterity modifier piercing damage from your bite or another natural weapon of your choice, and you regain hit points equal to half the damage dealt.
On a successful save, the attack misses, and you fall prone in an unoccupied space within 5 feet of the target.
Additionally, you have advantage on Wisdom (Survival) checks made to track creatures you have damaged within the last 24 hours.
Level 13: Hit n‘ Run
At 13th level, you have learned to strike swiftly and vanish just as quickly.
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You gain a climbing speed equal to half your walking speed
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While you are on higher ground than your target or are lightly obscured by tall grass, foliage, or similar natural terrain, you have advantage on Dexterity (Stealth) checks
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When you use Cunning Strike: Withdraw, you can move up to your full movement speed instead of half your speed
Level 17: Bloodrush
At 17th level, the sight of blood sharpens your senses and hardens your resolve. Every wound you inflict feeds your momentum, and those already reeling from your strikes sense the threat you pose before your next attack lands.
When a creature is bloodied or reduced to 0 hit points by your Sneak Attack, you gain temporary hit points equal to your rogue level + your Constitution modifier (minimum of 1).
You cannot gain temporary hit points from this feature more than once per creature per day.
Additionally, you have advantage on Charisma (Intimidation) checks made against creatures that are bloodied.
Previous Versions
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3/13/2026 8:07:30 PM
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