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Rogue

Lurking Shadows


Saving Throws:

Dex and (Wis or Cha)

Armor:

Light Armor, Light Shield

Weapons:


Skills:

Choose 3: Athletics, Acrobatics, Slight of hand, Stealth, Investigation, History, Nature, Insight, Perception, Survival, Deception, Intimidation, Performance, Persuasion


Starting Equipment

 

Combat Bonus

Starting at 1st level you may choose 2 of the following:

Draw/Stow-

You may draw or stow items as a bonus action instead of an action.

Disarm-

You may now add your proficiency mod to Disarm actions.

Dodge-

Your dex bonus now applies to all dex saves and your Touch AC.

Parry-

You may now add your proficiency mod to parry actions.  

Sly Tactics

  Starting at 1st level gain the following abilities:

Sneak attack-

When you attack a creature while successfully hidden or the creature is unaware of your presence, you deal an additional 1d4 damage.

Low blow-

When you make an attack against a creature you are familiar with, and are not engaged with you or that you are flanking, after landing a successful attack on the creature, target creature is stunned for 1d4-1 turns.

Natural Utility-

You gain a +2 on rolls when attempting use your surroundings to your advantage. (kicking up sand, knocking over rocks or small brush, etc)  

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. Dodge, Disengage, Disarm, and Dash are all considered Bonus Actions.  

Ability Score, Feat, Prestige

- At 3rd, 6th, 9th, 12th, 15th, and 18th levels you may choose to distribute 2 points to any of your ability scores. Alternatively you may choose an additional feat or prestige class.  

Fluid Motion

Starting at level 4, you can move through 5 feet of non magical rough terrain as if it were normal, and -3 to hits on opportunity attacks against you. At level 10 you can move through 10 feet of non magical rough terrain as if it were normal, and -7 to hits on opportunity attacks against you. You gain an additional 5 feet of movement. At level 19 you can move through 15 feet of non magical rough terrain as if it were normal, and -10 and disadvantage to hits on opportunity attacks against you. You gain an additional 10 feet of movement.  

Uncanny Dodge

Starting at 8th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you. You may do this equal time to your proficiency mod between short rests.  

Evasion

Beginning at 13th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Created by

jjwpenguin.

Statblock Type

5E+ Non-Casting Class 2.0

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