Rogue: Difference between revisions

2,497 bytes added ,  00:54, 16 September 2022
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'''Fencer's Exploits.''' You have studied and learned various advanced martial techniques. At 3rd level, you gain the following features:
'''Fencer's Exploits.''' You have studied and learned various advanced martial techniques. At 3rd level, you gain the following features:
:'''Martial Exploits.''' You learn two Exploits of your choice from the list at the end of this Ace. You can only use one Exploit per ability check or attack. When you gain a level, you can replace one Exploit you know with another of your choice. You learn another Exploit at 9th, 13th, and 17th level.
:'''Martial Exploits.''' You learn two Exploits of your choice from the list at the end of this Ace. You can only use one Exploit per ability check or attack. When you gain a level, you can replace one Exploit you know with another of your choice. You learn another Exploit at 9th, 13th, and 17th level.
:'''Exploit Dice.''' You have a number of Exploit Dice equal to 1 + your proficiency bonus, each of which are a d6. To use an Exploit you must expend one of these dice, and you regain all expended Exploit Dice when you finish a short or long rest.
:'''Exploit Dice.''' You have a number of Exploit Dice equal to 1 + your proficiency bonus, each of which are a d6. To use an Exploit you must expend one of these dice, and you regain all expended Exploit Dice when you finish a short or long rest. As you gain levels in this class your Exploit Dice grow in size and number. At 9th level you gain a fourth Exploit Die, and your dice become d8s. When you reach 17 level, you gain a fifth Exploit Die and all of your Exploit Dice become d10s.
As you gain levels in this class your Exploit Dice grow in size and number. At 9th level you gain a fourth Exploit Die, and your dice become d8s. When you reach 17 level, you gain a fifth Exploit Die and all of your Exploit Dice become d10s.
:'''Saving Throws.''' Some of your Exploits require your target to make a saving throw to resist your Marital Exploit's effects. The saving throw DC is equal to 8 + your Proficiency Bonus + your Dexterity Modifier
:'''Saving Throws.''' Some of your Exploits require your target to make a saving throw to resist your Marital Exploit's effects. The saving throw DC is equal to 8 + your Proficiency Bonus + your Dexterity Modifier


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:'''Riposte.''' As a reaction when a creature you can see targets you with a melee attack, you can expend an Exploit Die and add it to your Armor Class against the attack. If the triggering attack misses you, you can immediately make one weapon attack against the attacker as part of the same reaction.
:'''Riposte.''' As a reaction when a creature you can see targets you with a melee attack, you can expend an Exploit Die and add it to your Armor Class against the attack. If the triggering attack misses you, you can immediately make one weapon attack against the attacker as part of the same reaction.


=== 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>
'''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>
Once per turn, when you make a playing card attack the number rolled on the d4 grants your attack a bonus effect:<br>
'''1, Clubs.'''The creatures's movement speed is  reduced by an amount of feet equal  to five times your proficiency bonus.<br>
'''2, Diamonds.''' You can apply your Sneak Attack bonus  to this attack even if it doesn't meet the  normal requirements for Sneak Attack.<br>
'''3, Spades.''' You gain temporary hit points equal the damage dealt by this attack.<br>
'''4, Hearts.''' You can choose to switch places in the initiative order with the target, starting  at the top of the next initiative round.
'''Gambler's Know-how.''' In life's games, sometimes you win, and sometimes you need to improvise. When you adopt this Archetype at 3rd level, you gain proficiency with improvised weapons, playing cards, and one other gaming set of your choice. You also gain expertise in playing cards and the other gaming set you chose.<br>
Also, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your proficiency bonus to any ability checks related to that game. Only one game or gaming set can benefit from this feature at a time.
'''Lucky Streak.''' Your attacks have been blessed with an entertaining, yet strange, luck. Starting at 9th level, your attack rolls score a critical hit on a roll of 7 or 20 on the d20, but rolls of 13 or 1 on the d20 are both considered critical failures. Good luck!
'''Quickdraw.''' Beginning at 13th level, you have advantage on your initiative rolls, and the first Pick a Card attack you make after rolling initiative gains a bonus effect of your choice.
'''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 ===
=== Ace Inquisitive ===