Rogue: Difference between revisions

892 bytes added ,  20:33, 12 December 2022
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Enforcer || 3rd || Example
| Enforcer || 3rd || You get better Unarmed Strikes, can use Unarmed Strikes as a Bonus Action, get Proficiency with Intimidation, and can use Constitution for your AC
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| One-Two Punch || 3rd || Example
| One-Two Punch || 3rd || When you hit a creature a second time you can use your Sneak Attack
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| Imposing Glare || 9th || Example
| Imposing Glare || 9th || You can Frighten creatures and cannot be Frightened
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| Dodge and Counter || 13th || Example
| Dodge and Counter || 13th || When a creature misses you, you can knock it Prone and rescue its Speed, or Grapple it
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| Ruthless Strike || 17th || Example
| Ruthless Strike || 17th || You can use Sneak Attack more than once with One-Two Punch
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Aerialist || 3rd || Example
| Aerialist || 3rd || You can climb and make better Running Jumps
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| Death From Above || 3rd || Example
| Death From Above || 3rd || When you move through the air and hit a creature you can Sneak Attack it and knock it Prone
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| Air Catching || 9th || Example
| Air Catching || 9th || You take less negative effects from falling
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| Defy Death || 13th || Example
| Defy Death || 13th || When you're dying, you can still act some of the type
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| Airborne Strikes || 17th || Example
| Airborne Strikes || 17th || When you're above ground you are better at Attacking and Dexterity Saving Throws
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==== Aerialist ====
==== Aerialist ====
''3rd Level Ace Daredevil Feature''<br>
''3rd Level Ace Daredevil Feature''<br>
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.
You gain a Climbing Speed equal to your Walking Speed.<br>
In addition, when you make a Running Jump, the distance you cover increases by a number of feet equal to your Dexterity Modifier.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Conjure Projection || 3rd || Example
| Conjure Projection || 3rd || You can create a perfect Duplicate of yourself
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| Bonus Cantrip || 3rd || Example
| Bonus Cantrip || 3rd || You get the Minor Illusion Cantrip
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| Bonus Spells || 9th || Example
| Bonus Spells || 9th || You get the Mirror Image Spell
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| Improved Conjure Projection || 13th || Example
| Improved Conjure Projection || 13th || You can summon two Duplicates and can see through your Duplicates
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| Mirror Position || 17th || Example
| Mirror Position || 17th || You can use your Duplicate to distract your foes better
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==== Conjure Projection ====
==== Conjure Projection ====
''3rd Level Ace Dopplegangster Feature''<br>
''3rd Level Ace Dopplegangster Feature''<br>
You gain the ability to project a perfect illusory Duplicate of yourself. As a Bonus Action, you can create this Duplicate in an unoccupied space that you can see within 10ft of you. The Duplicate's AC is equal to your Charisma Score, and it uses your Charisma Saving Throw bonus for any Saving Throw it makes.
You gain the ability to project a perfect illusory Duplicate of yourself. As a Bonus Action, you can create this Duplicate in an unoccupied space that you can see within 10ft of you. The Duplicate's AC is equal to your Charisma Score, and it uses your Charisma Saving Throw bonus for any Saving Throw it makes.<br>
When you reach 7th Level in this class, your duplicate gains your Evasion feature as well.<br>
When you reach 7th Level in this class, your duplicate gains your Evasion feature as well.<br>
You can move your Duplicate up to 30ft once on each of your turns as a Free Action. If you take the Dash Action, you can move your Duplicate 30ft, and if you take the Disengage Action, your Duplicate does not provoke Opportunity Attacks until the end of your turn. Your Duplicate remains for 10 minutes, until you dismiss it as a Bonus Action, until you use this feature again, if you are more than 60ft away from it, you are Unconscious at the start of your turn, or until the Duplicate takes any Damage. The Duplicate can’t be Charmed and is Immune to Poison and Psychic Damage.<br>
You can move your Duplicate up to 30ft once on each of your turns as a Free Action. If you take the Dash Action, you can move your Duplicate 30ft, and if you take the Disengage Action, your Duplicate does not provoke Opportunity Attacks until the end of your turn. Your Duplicate remains for 10 minutes, until you dismiss it as a Bonus Action, until you use this feature again, if you are more than 60ft away from it, you are Unconscious at the start of your turn, or until the Duplicate takes any Damage. The Duplicate can’t be Charmed and is Immune to Poison and Psychic Damage.<br>
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
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| Example || 3rd || Example
| Example || 3rd || You can climb and make better Running Jumps
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| Example || 3rd || Example
| Example || 3rd || Example
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==== Second-Story Work ====
==== Second-Story Work ====
''3rd Level Ace Thief Feature''<br>
''3rd Level Ace Thief Feature''<br>
You gain a Climbing Speed equal to your Walking Speed
You gain a Climbing Speed equal to your Walking Speed.<br>
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, when you make a Running Jump, the distance you cover increases by a number of feet equal to your Dexterity Modifier.
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