Base Class: Rogue
You're at your best when along side allies, and stalking your enemy's through the bush. Roadside bandits and criminal groups who operate in the wilderness commonly have bushrangers among their ranks, if not leading them. Gangs formed by bushrangers normally consist of other outlanders like rangers, barbarians, and scouts.
Gang Coordination
Starting at 3rd level, You can aid your allies with your cunning talent. Whenever a creature within 30 feet of you makes a skill check that uses Dexterity or makes a Dexterity saving throw, you can use your reaction to give them advantage on the roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.
Primal Criminal
When you choose this archetype at 3rd level, you gain proficiency in the Survival skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make with the proficiency. In addition, you have advantage when making Wisdom (Survival) checks to find and or follow the tracks of a humanoid or land vehicle.
Environmental Awareness
At 9th level, your time spent in the wilds has adapted you to its elements. You gain resistance to one damage type from the following, (Fire, Cold, Lightning, or Poison).
In addition, you have advantage on Dexterity (Stealth) checks when trying to hide in the wilderness.
Cold
You gain resistance to cold damage.
Fire
You gain resistance to fire damage.
Lightning
You gain resistance to lightning damage.
Poison
You gain resistance to poison damage.
Team Strike
Starting at 13th level, you can quickly scheme an attack with your teammates. As a bonus action you can give a creature of your choice within 30 feet of you the sneak attack feature. The damage dealt by the sneak attack is half your own (rounded up). The feature lasts for ten minutes, or until the creature deals damage with the sneak attack a number of times equal to your proficiency bonus.
Once you use this feature, you must finish a short or long rest before you can use it again.
Last Stand
Starting at 17th level, when a situation become dire you can inspire you and your allies to continue the fight. As a bonus action you and creatures you choose within 30 feet of you gain an amount of temporary hit points equal to one roll of your sneak attack dice. In addition you and the chosen creatures gain the following benefits until the start of your next turn:
- Their armor class increases by 2
- Their saving throws are made with advantage
- The first time the creature deals damage on their turn they can add 5d6 damage to the roll.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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10/7/2019 8:00:31 AM
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12/6/2020 7:33:09 AM
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