Rogue Subclass: Titan Slayer
Rogue Subclass: Titan Slayer
Hit Points
Hit Dice: d8 per Rogue Subclass: Titan Slayer level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Though titan slayers often adopt larger-than life names, and perform immense feats, they are universally little folk, such as halflings and gnomes, which excel at battling foes larger than themselves. As a titan slayer, you have learned a number of techniques to dumbfound larger creatures, so that you can target their vital areas and bring them down swiftly. You use your foe's size against them, weaving between their limbs and striking when they least expect it. No challenge and no foe is too large for you, for as they say, “The bigger they are, the harder they fall.”
Subclass Options
Prerequisite to take this class: Must be Small size or smaller
UNDERFOOT COMBAT
Starting at 3rd level, while you are adjacent to a
creature that is two or more size categories larger
than you, you can use your bonus action to enter that
creature's space. You remain in this creature's space
until it moves or until you use your bonus action
to move to an unoccupied space adjacent to the
creature.
While you are in a hostile creature's space, you
can use Sneak Attack against that creature if you
don’t have disadvantage on the attack roll, even if you
don’t have advantage against it and if no enemy of
the target is within 5 feet of it. Additionally, while in
this space, you have half cover if the creature is two
size categories larger than you, and three-quarters
cover if the creature is three or more size categories
larger than you.
KNEE STRIKER
At 3rd level, when you make a Sneak Attack against
a creature larger than you, you can forego half your
Sneak Attack dice (rounded down, to a minimum of
1) to knock that creature prone.
CONFOUND THE BIG FOLK
By 9th level, you are an expert in the art of baffling
the big folk, who are slow and unobservant by your
standards. You have advantage on Dexterity (Stealth)
checks made to hide from and sneak around
creatures larger than you. Additionally, if you make a
check to avoid, climb on, or confuse a creature larger
than you and the check doesn't already use your
proficiency bonus, you can add half your proficiency
bonus to that check.
FEAR NO MONSTER
By 13th level, you are fearless in the face of
impossible odds. You can't be frightened, and, when
you roll initiative, you have advantage on ability
checks and saving throws you make until the end of
your next turn.
FELL THE GIANT
At 17th level, your weapon attacks against creatures
larger than you score a critical hit on a roll of 19 or
20. Your critical hits also knock the target creature
prone.
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