Rogue
Base Class: Rogue

Using techniques learned on the battlefield, in the circus, or on the streets, be where you need to be when you need to be to secure victory in battle. Turn your enemies mistakes into your advantage, and utilize not just the field, but them to your advantage.

Natural Dexterity

When you choose this archetype at 3rd level, you have proficiency in the Acrobatics skill if you did not already have it, and gain a bonus to your ac equal to double your proficiency during your turn. 

Dizzying Movement

Starting at 3rd level, whenever you leave a creatures engagement range, you may increase your movement by 5 feet until end of turn, and may make sneak attacks against them as long as you do not have disadvantage on the roll.

Taunting Moves

At 3rd level, your movements draw the ire of anyone you desire, taunting them to attack. As a bonus action, you may force a creature to make a charisma saving throw (DC8+prof+dex). If they fail, they must immediately use their reaction to make an attack against you. You gain advantage on the next attack against them made this turn.

You may use this feature a number of times equal to your dexterity modifier, replenishing on a short rest.

Lethal Turn

At 9th level, you've learned to tun your opponents frantic swings into deadly strikes. When a creature misses you with an attack on your turn, you may either gain advantage on the next attack roll against them, or increase the damage of your next attack against them by your Acrobatics score, until end of turn.

Springboard

Starting at 13th level, you've honed your ability to use not just your enemies strikes, but their very bodies to your advantage. You may move through enemy's spaces, and may attempt to leap off them as a bonus action. Make an acrobatics ability check, against their AC. If you pass, they take 1d4+ Dex Bludgeoning damage., and you may move up to half movement in a straight line as if you had a fly speed. You may ascend no more than half of this movement. If you end this movement in another creatures space, you may make a second free spring board action immediately.

At 17th level, you may make an additional 2 spring board actions.

Deadly Counters

At 17th level, you've mastered the battlefield, and all who call it home. When a creature misses you with an attack on your turn, your sneak attack dice increases from a d6 to a d8 until end of turn. This may occur 3 times a turn, to a max of d12. In addition, if you use your sneak attack on a creature that has missed you with an opportunity attack, you may attempt to either knock it prone, or blind it until the beginning of it's next turn.

Previous Versions

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