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Roguish Archetype
Rogues have many features in common, including their
emphasis on perfecting their skills, their precise and deadly
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying
directions, embodied by the rogue archetypes. Your choice
of archetype is a reflection of your focus—not necessarily
an indication of your chosen profession, but a description
of your preferred techniques.
The Brotherhood
There is an ancient and secret order of trained fighters who
keep the peace and maintain freedom throughout the land.
They wage a silent war against their sworn enemies, the
Crusaders, who believe that peace comes only through
tyranny. Members of the Brotherhood have sworn to give
their lives to the order, many of them refusing to wed or
bear children, as familial attachments are a distraction from
the Brotherhood's vital mission.
Freerunner
Starting at 3rd level, you have the ability to find handholds
even where there appears to be none; you gain a climbing
speed equal to your base movement speed while you have
at least one hand free.
In addition, you have advantage on Dexterity
(Acrobatics) checks made to maintain your balance while
running atop buildings.
Death from Above
Also at 3rd level, when you take the Attack action at the
end of a fall, you have advantage on your attack roll and
deal an additional 1d6 damage for every 10 feet you fell, up
to a maximum of 5d6. Only melee weapon attacks can
benefit from this feature.
Eagle Vision
Starting at 9th level, you learn the hunter's mark spell and
can cast it at will as a 1st-level spell without using a spell
slot or spell components. Wisdom is your spellcasting
ability for this spell.
In addition, you have advantage on Dexterity (Stealth)
and Charisma (Deception) checks made to blend into a
crowd.
Leap of Faith
Starting at 13th level, you can use your reaction when you
jump to take no falling damage from falling any distance
shorter than 600 feet.
Dual Strike
Starting at 17th level, once per turn when you take the
Attack action with a melee weapon on your turn, you can
make another melee weapon attack with a weapon in your
offhand against a creature that is within your reach and
within 5 feet of the original target. If your first attack was a
Sneak Attack, you can split the Sneak Attack damage
between your targets, dealing up to 5d6 Sneak Attack dice
against each target.
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