Rogue
Base Class: Rogue

 You might be a thug wielding a club, a Little John type rogue spinning a staff, a spear striking Oberyn Martell or Locke Lomorra’s right hand man, Jean Tannen, wielding the wicked  sisters, hurling the dreaded hatchets at foes.   You’re a boon to a infiltration team, able to assist your fellow stealth mates making them a bit more effective in applying the trade.

Ruffian Fighter

You gain the ability to gain sneak attack with one additional weapon you are proficient with as long as it does not have the heavy quality. If it is a versatile martial weapon you may only wield it one handed.

You gain proficiency with shields.

You gain one Fighting style.  You can’t take a Fighting Style option more than once, even if you later get to choose again.  Choose one of the following options

Defense

 

While you are wearing armor, you gain a +1 bonus to AC.

 

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.

 

Two-Weapon Fighting

 

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

Lookout

Once, as your action,  an ally within 30 ‘ who is able to see you can roll a d4 and add the number rolled to either Acrobatics, Athletics, Investigation, PerceptionSleight of Hand,  Stealth and Thieves’ tools.

Enforcer Toughness

At 3rd level , you gain 3 hit points to  your hit point maximum and this  increases by 1 every time you gain a level in the subclass.

Extra Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Brutal Strike

At level 17, when you damage a creature in melee combat the damage dice you roll that come up 1’s count as 2’s instead. 

Iron Jaw

By 13th level, you have learned to withstand hefty blows and stay upright. You have advantage on saving throws against being paralyzed, knocked prone, or stunned.

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