Base Class: Rogue
When the horns are sounded, and the alarms split the air, the blitz trooper is already at work. Shocking defenders with their raw speed and menacing might, blitz troopers aren't aiming to be the first in and last out, but the first and last in, shattering the resolve of their enemies and ending battles before they can get going.
But it isn't just brute force that blitz troopers use: they still rely on speed and stealth, slipping in and out of the chaos they create to find the right target and moment to strike, unleashing devastating attacks. They are specialists, honing in on the skills that will get them in to where they need to go to break the battle wide open.
While not as armored as some heavy melee units, most blitz troopers have learned to compensate for wearing Medium armors, such as a breastplate or hide armor. This still affords them more protection without the mobility they need for their punishing attacks. And those attacks come from a variety of martial weapons: from greatclubs to longswords to maces and more. Blitz troopers are masters of momentum, using the flow of battle to have their weapons ready at critical moments, enabling them to wield larger weapons efficiently.
There are few things like the raw intimidation factor of a blitz trooper streaking into battle. They can leverage this menace just like any other weapon, cracking defenses with a well-placed snarl, or flash of steel. But, at the end of the day, sometimes you just need to hit things really hard- and the blitz troopers understand this.
So, whether in or out of battle, blitz troopers live for the rush of adrenaline, and the chance to make an impact on those they encounter.
Combat Veteran
Your experience getting into weak spots in formations and using heavy arms allows you to wield them with ease, wearing weightier protection and carrying larger weapons- you even have a certain finesse to wielding large two-handed weapons such as a greatclub or battleaxe. You have proficiency with Medium armor and Martial weapons, and you can use your Sneak Attack feature on an attack with any weapon you're proficient with, unless the weapon has the Reach AND Two-Handed properties.
Armsmaster
You've chosen to specialize in one of the many types of weapons you're familiar with, taking your mastery to new heights. Choose one of:
Archery
Archery: you gain a +2 bonus to attack rolls you make with ranged weapons.
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.
Greatweapon Fighting
Greatweapon 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.
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.
Shock the System
You've become an expert at attacking with overwhelming speed and force, leaving your enemies on the back foot. When you damage a creature with a melee weapon attack and the creature has not acted yet in combat or is Surprised, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your Rogue level+Dexterity modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
Surge of Menace
The threat of your assaults looms large over the battlefield, such that you can leverage your aura to hamper the resolve and reactions of a creature. When a hostile creature within 30 feet of you that can see or hear you rolls initiative or makes a saving throw, you can use a reaction to force the creature to reroll their initiative or the saving throw once and take the new roll if the roll was less than 8+your Proficiency+Charisma modifier. Once you use this feature you can't use it again until you take a long or short rest.
Lightning Reflexes
At the drop of a hat you can see how to lay an ambush and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
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