Rogue
Base Class: Rogue

You're a scrappy fighter-rogue who enjoys spreading themself out through all sorts of things, testing what you're good at and what's good for your team. With this way of thinking, your rogue skills are developed in a more balanced way, as to avoid the drawbacks of being so focused on only a stealth, steal, and assasinate. The Spread Cutter Rogue is able to walk in more areas of the battle field, acting like a quick, evasive, and stealthy Fighter, able to sneak around and get to places while doing consistent damage by themselves.

 

Learning to Fight

By studying harder into the art of a fighting (and other things that edgy rogues don't do), you learn new tricks, toughen up, learn adventuring abilities, and learn newways to use weapons you didn't usually use before. You gain proficiency in one skill, gain proficiency in a type of weapon of your choosing, gain a Fighting Style, and bring up your Constitution score by one.

Fighting Style- Archery

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Fighting Style- Defense

Defense

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

 

 

Fighting Style- Dueling

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.

Fighting Style- Great Weapon Fighting

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Fighting Style- Protection

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Fighting Style- Two-Weapon Fighting

Two-Weapon Fighting

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

Quicker and Tougher

Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 17th level in this class.

 

You also get the Second Wind ability from studying the arts of Fighters.

 You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your rogue level. Once you use this feature, you must finish a short or long rest before you can use it again.

Battlefield Tricks

Through the study of fighters, you have figured out how to do some of their most interesting feats and proficiencies of battle.

When you gain this feature at 13th level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn 2 maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You get another maneuver at 17th level.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 17th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

 

Manuevers

Ambush (UA: Class Variants 2019)

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Dodge Roll

When a hostile creature or object makes an action against you that involves a Strength or Dexterity saving throw, you may roll a superiority die. Subtract your die roll from the creature or trap's attack roll or add it to your saving throw

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

 

You also gain expertise in one weapon of your choosing.

Ambush and Dodge Roll

Ambush (UA: Class Variants 2019)

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.

Dodge Roll

When a hostile creature or object makes an action against you that involves a Strength or Dexterity saving throw, you may roll a superiority die. Subtract your die roll from the creature or trap's attack roll or add it to your saving throw

 

Ambush and Evasive Footwork

Ambush (UA: Class Variants 2019)

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. 

Ambush and Precision Attack

Ambush (UA: Class Variants 2019)

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Ambush and Riposte

Ambush (UA: Class Variants 2019)

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Dodge Roll and Precision Attack

Dodge Roll

When a hostile creature or object makes an action against you that involves a Strength or Dexterity saving throw, you may roll a superiority die. Subtract your die roll from the creature or trap's attack roll or add it to your saving throw

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

 

Dodge Roll and Riposte

Dodge Roll

When a hostile creature or object makes an action against you that involves a Strength or Dexterity saving throw, you may roll a superiority die. Subtract your die roll from the creature or trap's attack roll or add it to your saving throw

 
Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Evasive Footwork and Dodge Roll

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Dodge Roll

When a hostile creature or object makes an action against you that involves a Strength or Dexterity saving throw, you may roll a superiority die. Subtract your die roll from the creature or trap's attack roll or add it to your saving throw.

 

Evasive Footwork and Precision Attack

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

 
Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Evasive Footwork and Riposte

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

 
Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Precision Attack and Riposte

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Adventure Savant

You have reached almost your pinnacle of dodging, attacking, and all-around adventuring prowess. Your study of Fighter arts has made you formidable, especially with your already present Rogue talents.

You gain another extra attack, expertise in any skill that you have proficiency in, and a Strength ability score improvement of one point. Your strength ability score cannot go above 20.

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