Rogue: Difference between revisions

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Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death.
Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death.


'''Aerialist.''' When you leap through the air you appear to be flying to all but the most potent observers. Beginning at 3rd level, you have a climbing speed equal to your movement speed.
'''Aerialist.''' When you choose this archetype at 3rd level, you gain a Climbing Speed equal to your Walking Speed In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
In addition, you use your reflexes and acrobatic skill to propel yourself through the air. When you make a running or standing long or high jump, you use your Dexterity score, in place of Strength, to calculate the distance of your jump.


'''Death From Above.''' When you adopt this Archetype at 3rd level, you learn to turn your airborne body into a projectile. If you move at least 10 feet through the air, then land within 5 feet of a creature one size larger then you or smaller, you can force it to make a Strength saving throw as an action. (Save DC is equal to 8 + your proficiency bonus + your Dexterity modifier.) On a failure, it falls prone and takes 2d6 bludgeoning damage.
'''Death From Above.''' When you adopt this Archetype at 3rd level, you learn to turn your airborne body into a projectile. If you move at least 10 feet through the air, then land within 5 feet of a creature one size larger then you or smaller, you can force it to make a Strength saving throw as an action. (Save DC is equal to 8 + your proficiency bonus + your Dexterity modifier.) On a failure, it falls prone and takes 2d6 bludgeoning damage.
This special attack can apply your Sneak Attack damage, even if it doesn't meet the requirements for Sneak Attack.
This special attack can apply your Sneak Attack damage, even if it doesn't meet the requirements for Sneak Attack.


'''Slow Fall.''' Beginning at 9th level, your experience with falling from great heights has made you an expert at landing without hurting yourself. Whenever you fall and are not incapacitated, you can reduce any falling damage you would take by an amount equal to five times your rogue level.
'''Air Catching.''' Beginning at 9th level, your experience with falling from great heights has made you an expert at landing without hurting yourself. Whenever you fall and are not incapacitated, you can reduce any falling damage you would take by an amount equal to five times your rogue level.
If you manage to land on something soft that breaks your fall, like a wagon full of hay, you take no damage from the fall.
If you manage to land on something soft that breaks your fall, like a wagon full of hay, you take no damage from the fall.


'''Defy Death.''' Your affinity for risky behavior has been cause for many near death experiences, granting you a certain sad familiarity with death. Starting at 13th level, you add your proficiency bonus to your death saving throws. When you make a death saving throw and the result is a 20 or greater, you gain three death save successes
'''Defy Death.''' Your affinity for risky behavior has been cause for many near death experiences, granting you a certain sad familiarity with death. Starting at 13th level, you do not fall Unconscious while you are at 0 hit points. Instead, at the start of your turn you make a Death Saving Throw, if you succeed the Save, you can take your turn as normal, if you fail the Save, you fall Unconscious until the start of your next turn instead.


'''Airborne Strikes.''' You can maneuver yourself while airborne to strike at your enemies in unexpected ways. Starting at 17th level, you have advantage on attack rolls you make while airborne and at least 5 feet off the ground. Moreover, you have advantage on Dexterity ability checks you make while you are airborne.
'''Airborne Strikes.''' You can maneuver yourself while airborne to strike at your enemies in unexpected ways. Starting at 17th level, while you are at least 5 feet off the ground, you have advantage on attack rolls and saving throws.


=== Ace Fencer ===
=== Ace Fencer ===