Rogue
Base Class: Rogue

Once a lowly rogue. You have spent all your time tinkering with better ways to deal with all sorts of problems.

Crafted Arrows

Starting at 3rd level, You gain the knowledge to begin crafting special arrows from the crafted arrow options.

You gain 2 crafted arrow options at this level then 1 more at levels 9, 13, and 17. 

You can have up to 10 crafted arrows in your quiver at a time.

This capacity increases by 5 at levels 9, 13, 17.

Many of your crafted arrows have a saving throw associated with it. The save DC for these crafted arrows is 8 + profiency bonus + your intelligence modifier.

To make your arrows you must make a tinker's tool check using your intelligence modifier with the DC listed in the crafted arrow option's description.

On a success you craft 5 arrows of the type you wanted to make among the arrow options you have.

On a failure you can't attempt to craft the same arrow type until the end of your next long rest.

 

Explosive Arrow

Make a range attack at a target within your range. On a hit the target takes the normal arrow damage. Then the target and each creature within 5ft of the target must make a dexterity saving throw taking 2d6 thunder damage or half as much on a success. The thunder damage of the arrow increases by 1d6 as you gain levels in this class at 5th level, 11th level, and 17th level.

Crafting DC: 15

Flash Arrow

Make a range attack on a target within your range. The target takes the normal weapon damage. Then the target must make a Wisdom saving throw on a failure the target is blinded for 1 minute.

Crafting DC: 19

Grapple Arrow

Make a ranged attack against a structure no more than 60ft tall. On a hit you ascend the structure ending this action on your feet on top of the structure.

Crafting DC: 13

Impact Arrow

Make a ranged attack roll on a target within your range. Instead of the normal damage the target must succeed on a strength saving throw or be knocked prone.

Crafting DC: 12

Incendiary Arrow

Make a ranged attack on a target within your range. On a hit the target takes the normal weapon damage plus 1d4 fire damage and is ignited. An ignited creature must use an action on their turn to put them self out. A creature that ends its turn ignited takes 1d4 fire damage. The fire damage of the arrow and ignited damage both increase as you gain levels in this class to a d6 at 5th level, a d8 at 11th level, and a d10 at 17.

Crafting DC: 16

Piercing Arrow

This arrow ignores all cover.

Crafting DC: 10

Poison Gas Arrow

You shoot an arrow that release a gas creating a 15-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within your weapon's range. The fog spreads around corners. It lasts for 10 minutes or until strong wind disperses the fog, ending the effect. Its area is heavily obscured.

When a creature enters the gas's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. The poison damage of the arrow increases by 1d8 at 5th level, 11th level, and 17th level.

Crafting DC: 17

Quake Arrow

This arrow does the normal weapon damage plus 6d6 damage to structures, or objects it hits. This damage increases by 2d6 at level 5, 11, 17.

Crafting DC: 11

Shock Arrow

Make a range attack on a target within your range. On a hit the target takes the normal weapon damage. Then the target must succeed on a constitution saving throw or be stunned until the end of their next turn.

Crafting DC: 18

Web Arrow

You shoot an arrow that releases, sticky webbing at a point of your choice within your weapon's range. The webs fill a 30-foot cube from that point. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the webs disintegrate at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.

A creature Restrained by the webs can use its Action to make a Strength check against your crafted arrow DC. If it succeeds, it is no longer Restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Crafting DC: 20

Tinker

When you choose this archetype at 3rd level, you gain proficiency with tinker's tools and investigation checks.

Trick Shot

Starting at 9th level, Once per turn when you miss with a ranged attack you can re-roll the attack.

Quick Fire

By 13th level, You have become a practiced archer. When you take the Attack action on your turn, you can use your bonus action to make a second ranged attack. 

Perfect Archer

When you reach 17th level, You can summon all your archery prowess for a devastating attack. During the first turn of combat you have advantage on all your attacks and can make one ranged weapon attack on all hostile creatures within your weapon's range. Once you use perfect archer you can't uses this ability again until you finish a long rest.  

Previous Versions

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4/23/2019 10:15:46 PM
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5/18/2021 2:50:27 AM
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