Base Class: Rogue
Master infiltrators and acrobats, the braves are a specialist class in the military of Tyneria, carrying tasks of information gathering and assassinations, knowing very well that the price of getting caught is, without a doubt, death.
Barvado Points.
Starting at level 3, your brave actions give you Barvado points which you can spend. You gain Barvado Points if:
- You moved from an enemy without disengaging and weren't hit
- You moved using an acrobatics check.
- You roll a 20 on the d20 die.
You can stack up to 1 Barvado points per turn, and any unused points that remains by the end of your turn are wasted. You gain an additional point to stack at level 9 to a maximum of 2 Barvado points, 3 at level 13 and 4 at level 17. You can then use your Barvado points for different abilities, such as:
- Barvado Prowess. Automatically succeed on a dexterity saving throw.
- Flourish. Make an extra attack as part of the attack action.
- Wind Swiftness. Gain all of your walking speed back.
- Peerless Escape. Disengage as a free action If you have any walking speed left.
- Sharpened Eyes. Use the search or help action as a free action.
Infiltration Savant
this, that it is now second nature for you to act under pressure.
Starting at level 9, you can't be surprised and you have advantage on wisdom, intelligence and dexterity checks saving throws whenever you're infiltrating somewhere.
Infiltration counts as trespassing a building, spying In a closed area, blending within a crowded area or imposing as someone else.
Trading Blows
Your actions around the battlefield can be described as nothing less than a dance of deadly flourish.
Starting at 13th level, whenever a creature attacks you with an attack roll, you can use your reaction to make 1 melee attack against him and trade blows. You can spend 1 bravado point while doing so to leap away after the attack to a number of feet equal to your jumping distance without provoking opportunity attacks.
Valiant Heart
Your courageous endeavor is so impressive that you emanate an aura of sheer bravery that inspires your allies. The range of the aura is 30ft., and it affects a number of creatures of your choosing.
Creatures in the aura's range has advantage on death saving throws and saving throws against being frightened or ending the frightened condition on themselves. Additionally, If an allied creature of yours that is within your aura fails a saving throw, you can use your reaction to spend 2 brave points so it can succeed instead.
Previous Versions
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9/21/2023 8:56:06 AM
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1.0
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Coming Soon
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