Rogue: Difference between revisions

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'''Mirror Position.''' By 17th level, you and your projected duplicates are practically interchangeable. When you’re hit by an attack, you can use your reaction to switch places with a duplicate that you can see. The duplicate then takes the damage from the attack instead, destroying it and causing it to shatter into magical shrapnel. If the attacker is within 5 feet of the shattered duplicate, it also takes force damage equal to your rogue level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
'''Mirror Position.''' By 17th level, you and your projected duplicates are practically interchangeable. When you’re hit by an attack, you can use your reaction to switch places with a duplicate that you can see. The duplicate then takes the damage from the attack instead, destroying it and causing it to shatter into magical shrapnel. If the attacker is within 5 feet of the shattered duplicate, it also takes force damage equal to your rogue level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.


=== Ace Ruffian ===
=== Ace Brawler ===
Not all rogues rely on stealth and deception to defeat their foes. Ruffians are the rogues who like to face their enemies directly, and strive to overcome them with devastating blows and ruthless combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.
Not all rogues rely on stealth and deception to defeat their foes. Ruffians are the rogues who like to face their enemies directly, and strive to overcome them with devastating blows and ruthless combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.


'''Enforcer.''' You use tricks not often employed by rogues. When you adopt this Archetype at 3rd level, you gain the features below:
'''Enforcer.''' You use tricks not often employed by rogues. When you adopt this Archetype at 3rd level, you gain the features below:
*As a Bonus Action on your turn, you can make an Unarmed Strike.
*When you make an unarmed strike, it deals bludgeoning damage equal to 1d6 + your Strength modifier.
*You gain proficiency in Intimidation, and you can use your Strength, instead of Charisma, for Intimidation checks.
*You gain proficiency in Intimidation, and you can use your Strength, instead of Charisma, for Intimidation checks.
*When you make an unarmed strike, it deals bludgeoning damage equal to 1d6 + your Strength modifier.
*You can use your Constitution modifier, instead of your Dexterity modifier, to calculate your Armor Class in light and medium armor.
*You can use your Sneak Attack with any weapon in which you are proficient, including unarmed strikes, so long as it does not have the heavy or the two-handed property.
*You can use the bonus action granted by Cunning Action to make a grapple attack against a creature within reach.
*You can use your Constitution, instead of Dexterity, to calculate your Armor Class in light and medium armor.


'''Shake Down.''' Your work requires skills that you have become particularly reliable in employing. Starting at 3rd level, when you make a Strength (Athletics), or a Strength (Intimidation) check, you can treat a roll of 7 or lower on the d20 as an 8.
'''One-Two Punch.'''
Also at 3rd level, when you hit a creature with a weapon attack, if you have already hit it with a weapon attack this turn, you can apply your Sneak Attack damage even if you do not have advantage on the attack roll, provided you do not have disadvantage on the attack roll.


'''Imposing Glance.''' Your glance strikes fear into the hearts of the weak. Starting at 9th level, you can use a bonus action to make a Strength (Intimidation) check targeting a creature within 30 feet that can see you, contested by its Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against it before the start of your next turn.
'''Imposing Glance.''' Your glance strikes fear into the hearts of the weak. Starting at 9th level, you can use a bonus action to make a Strength (Intimidation) check targeting a creature within 30 feet that can see you, contested by its Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against it before the start of your next turn.
You can use this feature a number of times equal to your Strength modifier + your Proficiency Bonus (a minimum of once), and you regain all expended uses when you finish a long rest.


'''Nerves of Steel.''' Fear is a weapon to be used against cowards and the weak willed, and you are not so easily intimidated. Upon reaching 9th level, you gain immunity to the frightened condition.
'''Nerves of Steel.''' Fear is a weapon to be used against cowards and the weak willed, and you are not so easily intimidated. Upon reaching 9th level, you gain immunity to the frightened condition.


'''Dodge and Counter.''' Beginning at 13th level, you can redirect the force of your enemies' blows against them. As a reaction when a creature that is one size larger then you or smaller misses you with a melee attack, you can force the creature to make a Dexterity saving throw. (Save DC is equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, it is knocked prone and has its speed reduced to zero until the end of your next turn, or it is grappled by you (your choice).
'''Dodge and Counter.''' Beginning at 13th level, you can redirect the force of your enemies' blows against them. As a reaction when a creature that is one size larger then you or smaller misses you with a melee attack, you can force the creature to make a Dexterity saving throw. (Save DC is equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, it is knocked prone and has its speed reduced to zero until the end of your next turn, or it is grappled by you (your choice).
You must have at least one free hand at the time of this reaction in order to grapple a creature with this feature.


'''Ruthless Strike.''' You can combine a creature's fear with your deadly attacks to strike with ruthless efficiency. Beginning at 17th level, when you hit a creature that is frightened of you with a weapon attack or unarmed strike that includes your Sneak Attack damage, your attack becomes an automatic critical hit.
'''Ruthless Strike.''' You ruthlessly beat your foes. Beginning at 17th level, you can apply your Sneak Attack damage with One-Two Punch even if you already applied it this turn.
You can use this feature a number of times equal to your Strength modifier  + your Proficiency Bonus (minimum of once), and you regain all expended uses when you finish a long rest.


=== Ace Scout ===
=== Ace Scout ===