Rogue
Base Class: Rogue

Some believe that the power of deceive and deceit can be as deadely as physical prowesses.

Rogues who choose the Blade Gambit  archetype are drawn to schemes, either physically or figuratively stealthing through the meanders of dark dungeons and political intrigues. They also emphasize elegant agility over physical might.

Sharp Knife

Also starting at 3rd level, throwing knives becomes deadly in your hands. You can use Daggers as throwing knives (range 30/90) dealing 1d6 piercing damage.

If you use a throwing knife as an attack, you may use a Bonus Action to throw a second knife (without the ability modifier at the damage roll of the second one).

You can throw an extra knife at 7th, 11th and 15th level as part of an Attack action (You can only add your ability modifier to the damage roll of the first one).

At 6th level the knifes you use as weapons count as magical for the purpose of overcoming immunity or resistance to non-magical attacks and damage.

Additionally you gain proficiency with the disguise kit and one kind of gaming set and you can use the cantrips Prestidigitation and Minor Illusion.

Faster than Wind

Starting at 9th level you gain an additional 10 feet of movement. As part of your Move action, you can use your Cunning Action to go through enemy spaces.

You also gai a climbing speed equal to your normal speed. Lastly, you gain proficiency in acrobatics skill. If you are already proficient, you gain expertise.

Doppelganger Student

At 13th level, you gain the ability to unnerringly mimic another person's speech, writing and behavior. You must spend at least three hours studying this three components of the person in question.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check made to avoid detection.

Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of every combat.

You take your second turn at your normal initiative minus 10. You can't use this feature when you are surprised.

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