Scoundrel Specializations v0.5.1 #
Your mastery in the arts of subtlety and subterfuge grant you access to one of the following Specializations:
Daredevil #
Complexity: Medium
Goal: Skirmisher; Agile, Dodging and Weaving, Aerial combat
Fledgling #
- Daredevil Mobility.
- You gain the Athlete feat, if you already possess this feat you gain another available feat of your choice.
- When you take the dodge action you can move up to half your speed.
- Your jump distance is determined by your Dexterity rather than your Strength.
Gifted #
- Lift & Toss.
- See: Scoundrel Specializations Roguish Gambits.
- Spring.
- As a Bonus Action you nimbly lift off of terrain gaining a Fly Speed Equal to your Speed plus your Athletics Bonus, this speed lasts until the end of your next turn. Additionally you have Advantage on Saving Throws to resist being knocked Prone.
Savant #
- Aerial Barrage.
- When you Attack an Airborne Creature while you are also Airborne you can make an additional Attack as part of that Attack Action. Additionally if you apply an effect that forces the Creature to make a Saving Throw to resist being knocked Prone, the Creature has disadvantage on its save.
Master #
- Rising Star.
- Your additional Attack made via Aerial Barrage can trigger your Vital Strike feature an additional time this turn.
- Additionally, while Airborne using Spring you can attempt to land on a Creature at least one size Larger than you by making an Athletics Check contested by the Creatures Acrobatics or Athletics, if you land successfully you can use Spring again on your turn without using a Bonus Action.
Deadeye #
Complexity: Low
Goal: Sniper; Long range, single target focus
Fledgling #
- Reaper’s Mark.
- You gain the Piercer feat, if you already possess this feat you can gain another available feat of your choice.
- As a Bonus Action you can apply your Reaper’s Mark to a Creature you can see. Attacks you make against marked Creatures that use using the long range of a weapon are not taken at disadvantage and the long range distance is doubled, this Mark lasts 8 hours or until the target is incapacitated. You can only mark one target at a time using Reaper’s Mark.
- Immediately before using Steady Aim you can move up to 10 feet.
Gifted #
- Harrowed Chains.
- See: Scoundrel Specializations Roguish Gambits.
- Mist Shroud Cover.
- When you use your Steady Aim Feature as a Bonus Action you gain a +2 to your AC until the start of your next turn.
Savant #
- Ashen Coating.
- Coat your ammunition in ash of the mists as a Bonus Action, targets struck by this ash coated ammo cannot turn invisible for 1 hour, and Creatures of your choice within 5 feet of the target take 2d8 Necrotic Damage as the deadly ash seeps into them. You can use this feature a number of times equal to your Dexterity Modifier per Short Rest.
Master #
- Ruin Lens Barrage.
- When using your Ashen Coating feature you can create one of the following Ruin Lenses from the mists causing your next Ranged Weapon Attack to gain the benefits of a Concave, or Convex Lens. You can use this Feature once per Short Rest.
- Concave: The Attack’s energy diverges as it passes through the lens striking up to five additional targets of your choice
- Convex: The Attack’s energy converges as it passes through the lens decimating the target taking an additional 1d8 Necrotic Damage per d6 in your Vital Strike.
Duelist #
Complexity: Medium
Goal: Frontliner; Pressing your enemy, Turning Enemy Success into Failure
Fledgling #
- Deft Bladework.
- You gain the Defensive Duelist feat, if you already possess this feat you can gain another available feat of your choice.
- You gain advantage on Melee Weapon Attacks when there are no Creatures other than your target within 5 feet of you.
- When a Creature within your reach moves to another square within your reach, you can use your Reaction to make an Opportunity Attack. If the Creature has taken the Disengage action this does not apply unless you have the Sentinel feat.
Gifted #
- Press the Advantage.
- See: Scoundrel Specializations Roguish Gambits.
- Riposte.
- When you use your Reaction to activate Uncanny Dodge you can additionally make an Attack against a target within range as part of that Reaction.
Savant #
- Blade Adept.
- You gain proficiency with Martial Weapons, additionally during a Short Rest you can designate a Weapon of your choice as your “Duelist Blade”, that Weapon gains the Finesse property if it does not already possess it, if it does already possesses the Finesse property, then you gain a +3 to Attack and Damage Rolls made with it. While wielding your Duelist Blade your AC increase by 2.
Master #
- Second Intention.
- You gain a second Reaction that you can use on each of your turns.
Poisoner #
Complexity: ??? (High)
Goal: Frontline Supportive Type; Offensive Boons for Allies & Controling Banes for Enemies
Fledgling #
- ???.
- You gain the Poisoner feat, if you already possess this feat you can gain another available feat of your choice.
- Synthesize Effect
- Diffusion
Gifted #
- ???.
- Roguish Gambit
- Malicious Adaptation.
Savant #
- Evolution Agent.
Master #
- ???.
Shadowcrawler #
Complexity: High
Goal: Maintaining Unseen Attacker & Meld
Fledgling #
- Stalk.
- You gain the Skulker feat, if you already possess this feat you can gain another available feat of your choice.
- As an Action or Bonus Action you can swap places with one willing Creature that you can see or hear within 30 feet of you.
- If you use your Action on Stalk to swap places with a willing Creature, immediately after switching places you can choose to become Invisible. Anything you are wearing or carrying also becomes Invisible as long as it is on your person. This effect ends if you Attack or Cast a Spell.
Gifted #
- Meld.
- See: Scoundrel Specializations Roguish Gambits.
- Prowl.
- While Meld is active you gain a Climbing Speed equal to your Move Speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Savant #
- Phase.
- While Meld is active you can use your Bonus Action to teleport via shadow up to 60 feet to an unoccupied space that you can see.
Master #
- Shadow Hulk.
- As a Bonus Action you can create a Shade within 30 feet of you to waylay your enemies, you can only have one Shade active at a time and creating a new Shade destroys the old one.
- The Shade functions as an object with an AC equal to yours, Hit Points equal to your total Rogue Level, and it has Save Proficiencies equal to yours.
- The Shade possesses the Sentinel feat and while the Shade is active you can make Attacks from its position instead of your own.
- The Shade occupies its space and can make one Opportunity Attack per turn on its own, using your Dexterity Bonus plus your Proficiency Bonus to hit, and dealing Necrotic Damage equal to 3d10 + your total Rogue level.
- On your turn you can move the Shade up to 30 feet to a point you can see.
Tinkerer #
Complexity: ??? (High)
Goal: Traps and Area Control
Fledgling #
- ???.
- You gain the Dungeon Delver feat, if you already possess this feat you can gain another available feat of your choice.
- Trigger (Pressure Plate, Tripwire)
- Payload (Smoke cloud, Sharp storm)
Gifted #
- Hidden Bane.
- Roguish Gambit
- Arcane Blights.
- (Necrotic curtain)
- (Conditions)
Savant #
- Search, Disable, Bypass.
- ???
Master #
- Paragon Design.
- ???