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==== Air Catching ==== | |||
If you | ''9th Level Ace Daredevil Feature''<br> | ||
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 5 x your Rogue Level. Additionally you don't fall Prone when you take Falling Damage.<br> | |||
If you land on something soft that breaks your fall, like a wagon full of hay, you take no Falling Damage but do fall Prone. | |||
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==== Defy Death ==== | |||
''13th Level Ace Daredevil Feature''<br> | |||
Your affinity for risky behavior has been cause for many near death experiences, granting you a certain familiarity with death. 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. On a successful Save, you take your turn as normal. On a failed Save, you fall Unconscious until the start of your next turn. | |||
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==== Airborne Strikes ==== | |||
''17th Level Ace Daredevil Feature''<br> | |||
You can maneuver yourself while airborne to strike at your enemies in unexpected ways. While you are at least 5ft above ground level, you have Advantage on Attack Rolls and Saving Throws. | |||
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== Ace Gambler == | |||
While all rogues enjoy risky behavior, the life of a Gambler revolves around this risk. They enjoy nothing more then high stakes situations where they can put everything on the line. Often found in taverns and casinos, these rogues cannot help but gamble away any wealth they acquire in their adventures.<br> | While all rogues enjoy risky behavior, the life of a Gambler revolves around this risk. They enjoy nothing more then high stakes situations where they can put everything on the line. Often found in taverns and casinos, these rogues cannot help but gamble away any wealth they acquire in their adventures. | ||
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'''Pick a Card.''' You can weaponize your trusty deck of cards. Beginning at 3rd level, decks of cards count as improvised weapons for you. When used as a weapon, they have the thrown (30/60) and finesse properties, and on hit, your playing cards deal Slashing Damage equal to 1d4 + your Dexterity Modifier.<br> | '''Pick a Card.''' You can weaponize your trusty deck of cards. Beginning at 3rd level, decks of cards count as improvised weapons for you. When used as a weapon, they have the thrown (30/60) and finesse properties, and on hit, your playing cards deal Slashing Damage equal to 1d4 + your Dexterity Modifier.<br> | ||
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'''Jackpot.''' Your good fortune is another's bad luck. Starting at 17th level, whenever you roll the maximum damage for a Sneak Attack Die, you may roll another Sneak Attack Die and add it to the damage. | '''Jackpot.''' Your good fortune is another's bad luck. Starting at 17th level, whenever you roll the maximum damage for a Sneak Attack Die, you may roll another Sneak Attack Die and add it to the damage. | ||
== Ace Inquisitive == | |||
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils. | As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils. | ||