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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 | '''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, | |||
'''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. | ||
''' | '''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 | '''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 | '''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 === |