Rogue
Base Class: Rogue

In this archetype you focus on improving your movement skills to both take advantage of heights and gain the upper hand in combat, or sneak into any place that holds something valuable, from ancient ruins to opulent and imperial mansions.

Additional Proficiencies

Once you pick this archetype at level 3, you gain proficiency with Jeweler's Tools and Whips.

Dextrous Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your Thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Instrument of the heights

When you choose this archetype at level 3, you learn to build an infiltration tool for climbing and moving.

You have a grappling hook, which you can use to climb obstacles, grab objects, or grapple people and creatures. The hook is a tiny object that must be held in one hand to use, so you cannot use weapons with the Two-Handed feature when holding it; it has a range of 30 feet, which will increase as you level up as a Rogue, as shown on the Hook Technique Chart.

In addition, you learn to climb perfectly on almost any surface; you gain Climbing speed equal to your movement.

Hook Techniques: You learn creative maneuvers to use your hook called "Hook Techniques". You gain certain techniques as you level up. You can only use one Technique per turn due to the retraction time of the hook, unless otherwise noted. The hook techniques are described at the end.

Saving Throws: Some Techniques will require saving throws from your targets, your Hook Save difficulty class is:
Technique saving throw DC = 8 + your Proficiency bonus + your Dexterity bonus.

Hook Range: The hook range functions as a cilinder of 30-foot radius, height, and depth, centered on you, within which you choose your targets and points to engage and use your Techniques. To choose a target you must be able to see it. The range increases at Rogue levels 9, 13 and 17 as shown in the Techniques table.

Grappling Hook rules

Weight and limits of the hook: Only you know how to use your Hook because of its complicated and delicate operation and design. It only supports your weight to move, and breaks if you try to hang with both you and another Medium or higher creature. You can only have one Hook on your person at a time, as the internal mechanisms need constant maintenance, which are too much to maintain two at the same time. This changes at level 13.

Rope breakage: Rope can be broken or cut while extended. It has an AC equal to your Technique DC, and hit points equal to twice your level. It can also be broken by making a Strength check to exceed your Technique DC.

Replacing the hook: If you ever lose or completely destroy your hook, you can build a new one using your Thief tools, the process takes 4 hours, which can be part of your long rest. You require as materials 10 gp in pieces of common metal and 50 feet of silk rope to make it.

Hook noise: The hook is specially constructed to make as little noise as possible when shot and on impact, so it does not impose any disadvantage or penalty to Dexterity (Stealth) rolls in terms of sound.

Hook Techniques

At level 3 you know the following Techniques, you will learn more in levels 9, 13 and 17. You can only use one Technique per turn due to the retraction time of the hook, unless otherwise noted.
Hook movement, Hook legs and Retract objects.

Bird of prey

At level 9, your body is more accustomed to moving in high altitude environments.
You are deadlier attacking from heights, if you land on a creature from at least 20 feet and attack using a melee weapon, you have advantage on the attack roll. By doing this you fall into the unoccupied space closest to the target.

Also, if when taking fall damage, it does not exceed your Rogue level, you take no damage and do not fall Prone.
If it is higher than your Rogue level, as a reaction you can make a Dexterity (Acrobatics) check and reduce the result to the damage received.
Additionally, if you jump on difficult terrain, you no longer have to make a Dexterity (Acrobatics) check to land on your feet.

Additional Techniques

You get two additional Techniques to use with your hook:
Ranged Disarm and Tractor Hook.

Superior Instruments

Starting from level 13, you improve the shape and mechanisms of your grappling hook to give it a more efficient form.
You gain the ability to create and maintain a second hook, allowing you to use two Techniques per turn with their respective actions.

In addition, you modify the hooks so that you can use them without having to hold them in your hand by making it part of an accessory or garment, such as making it a bracelet, a belt, part of your armor, clothing, or something similar with the DM's discretion. You can now use the hook and its abilities with both hands free, allowing you to use or hold weapons or objects in each hand.

You can switch to which item is integrated to during a long rest.

Additional Techniques

You get an additional Technique to use with your hook:
Hooking escape.

Master Infiltrator

At level 17, your mastery of the arts of theft is at its peak.
You have advantage on Dexterity (Stealth) rolls on high ground, such as rooftops, rooftops, treetops, mountain ledges, ship sails, or generally 20 feet above those you wish to hide from.
In addition, once on your turn, you can use a Hook Technique for free without spending any action.

Additional Technique

You get an additional Technique to use with your hook:
Deadly Hook.

Hook Techniques chart and descriptions

 

Hook Techniques chart:

Rogue Level - Hook Range - Techniques


 Level 3   -   30 ft.   -   Hook movement, Hook legs, Retract object


 Level 9   -   40 ft.   -   Ranged dissarm, Tractor Hook.


 Level 13   -   50 ft.   -   Hook escape.


 Level 17   -   60 ft.   -   Deadly hook.


 

Hook Techniques

The Techniques are listed in the order in which you get them.

Level 3:

Hook Movement: As an action or bonus action, only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. You can shoot or throw the hook at a point you can see within the hook's range, at a structure or object of Large or larger size, and quickly head to the point of impact, once you arrive, you can either hang on the point of impact, either with a free hand with the hook itself, or fall.
You can make melee or ranged attacks during the trajectory, as long as you get in range of your weapon. For melee attacks, the target must be between you and the point of impact and no higher than it, as you can head to the point of impact with a swing instead of a straight line to try to swing close to the target.
Moving out of attack range of another creature with this Technicque provokes opportunity attacks.
You have full control over retraction and extension, allowing you to dangle and retract and extend the rope to move up and down, hook at a point near you and descend slowly, or stop at any time.
You can disengage the hook from a point at will without any action.

Hook Legs: You can attempt to knock creatures Prone by tying their feet with your hook. You can use your action to attempt to entangle the legs of a creature within range of the hook, it must make a Strength save against your Technique DC or be knocked Prone. A Large creature has advantage on the roll, a Huge or larger creature automatically succeeds.

Retact object: As an action or bonus action you can shoot the grappling hook at an object of no more than 20 pounds (9kg) within range and bring it to your person. The object must not be grasped, held, or tightly hooked to a structure.

Level 9:

Ranged Disarm: You learn to disarm or remove objects from the hands of others with your grappling hook.
You can use your action to fire the grappling hook at an object or weapon held by a creature within grappling hook range.
The target must pass a Strength save against your Technique DC; if it fails, you throw its weapon or held object into the nearest unoccupied space. You can use the Retract Objects technique with bonus action immediately after this.
If the creature is one size larger than you or more, it has advantage on the Save.
If the creature is Huge or larger, it automatically passes the save.

Tractor Hook: You can latch onto a creature to move to them or move them to you with your hook.
As an action or bonus action, you can shoot the hook at a creature you can see within range, the target must make a Dexterity save against your Technique DC (Can fail at will).
If you are holding on to nothing with one hand, or another grapple (at higher level), you move to the unoccupied space nearest the creature.
If you are holding onto a structure, Large or larger object, or other non-hostile Medium or larger creature with a free hand or other grapple, you can pull the target a number of feet equal to half your range, and then let go. If the creature is voluntary it may choose to be grappled and be pulled with your action on subsequent turns.
If the creature is one size larger or more than you, it has disadvantage on the save and you can only move toward it.

Level 13:

Hook Escape: As part of the Uncanny Dodge reaction, you can use your Hook Move skill at half your range, without provoking opportunity attacks.

Level 17:

Deadly Hook: As a free action, if on your turn you use a Technique that affects a creature (such as Hook Legs, Ranged Disarm or Tractor Hook), it fails the saving throw, and then use your Sneak attack against that creature in the same turn, you can increase half the dice of your Sneak attack (Round Down) to the damage roll.
You can use this Technique a number of times equal to your Proficiency Bonus. You regain all uses after a Long Rest.

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