xyianth
2015-03-28, 12:12 AM
This class was born from the feedback given to an earlier concept here (http://www.giantitp.com/forums/showthread.php?405631-Phantom-Blade-a-tactical-rogue-archetype). I decided to split it off from that class and flesh it out as its own class. As always, comments and criticism are equally welcome.
Strategist
Some rogues sharpen their minds in addition to their blades. Strategist Rogues hone their ability to analyze a given situation and apply exactly the right tactics to bring about victory.
Tactical Strike
At 3rd level, you gain the ability to trade sneak attack dice for special effects when making a sneak attack. You learn 1 tactical strike at 3rd level. You learn an additional tactical strike at 6th, 9th, 12th, 15th, and 18th levels in this class. Any time you gain a level in this class, you can swap a known tactical strike for any other tactical strike of your choice. To use a tactical strike, you must first hit a creature with a sneak attack. You then choose which strike to use and how many sneak attack dice you will trade for the strike's effect. If your attack is a critical hit, you trade any sneak attack dice first then double any remaining damage dice due to the critical hit. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19033584&postcount=4) for this clarification) You can apply the effects of more than one tactical strike with a single sneak attack, but you are limited by your sneak attack dice. All save DCs for these strikes are equal to 8 + your proficiency bonus + your Intelligence modifier.
Size up your Opponent
At 9th level, your careful study of countless creatures has made you an expert in analyzing your opponents. As a bonus action on your turn, you can use this ability to learn which ability score is the lowest on a single creature. This does not necessarily reveal the creature's lowest save since it does not take proficiencies into account. In addition, you have advantage on all Intelligence checks made to identify creatures.
Spot the Opportunity
At 13th level, you have mastered the art of capitalizing on your enemies' mistakes. Whenever a creature would provoke an opportunity attack from one of your allies, you may use your reaction to make an opportunity attack against that creature.
Critical Strike
At 17th level, you can choose to take a -10 penalty on attack when making an attack roll. If you hit, the hit is automatically a critical hit. You can choose to use this ability after making your attack roll, but before the DM has determined if it results in a hit.
Tactical Strikes
Tactical strikes are special maneuvers that trade sneak attack dice for special effects. Strategist Rogues learn 1 tactical strike at 3rd level. They learn an additional tactical strike at 6th, 9th, 12th, 15th, and 18th levels in this class. Any time they gain a level in this class, they can swap a known tactical strike for any other tactical strike of your choice. You use your Intelligence to determine the save DC of these abilities.
Forceful Blow
The target must make a Dexterity save or be knocked prone. You trade 1d6 sneak attack dice for this effect. For each additional 1d6 sneak attack dice you sacrifice, the creature is pushed 5' on a failed save.
Slice the Hamstring
The target must make a Dexterity save or have its movement speed reduced by 10' for 1 round. You trade 1d6 sneak attack dice for this effect. For each additional 1d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save.
Vicious Wound
The target suffers a deep wound that bleeds over time. The target takes 1 damage from blood loss at the start of each of its turns. You trade 1d6 sneak attack dice for this effect. For each additional 1d6 sneak attack dice you sacrifice, the creature bleeds for an additional 1 damage at the start of each of its turns. If the target of this strike is already bleeding, the bleeding damage stacks with each use of this strike. The target can stop the bleeding by making a medicine check against your save DC as an action during their turn. The medicine check can also be performed by another creature within 5' of the target as an action. The bleeding automatically stops if the target receives any magical healing.
Blow to the Windpipe
The target must make a Constitution save or be unable to speak for 1 round. You trade 2d6 sneak attack dice for this effect. For each additional 2d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save. (credit to MrStabby (http://www.giantitp.com/forums/showsinglepost.php?p=19008391&postcount=8) for this suggestion)
Exhausting Strike
The target must make a Constitution save or gain an exhaustion level for 1 round. You trade 2d6 sneak atack dice for this effect. For each additional 2d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save.
Deafening Blow
The target must make a Constitution save or be deafened for 1 round. You trade 2d6 sneak attack dice for this effect. For each additional 2d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save.
Blinding Strike
The target must make a Constitution save or be blinded for 1 round. You trade 3d6 sneak attack dice for this effect. For each additional 3d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Pinned Down
The target must make a Strength save or be restrained for 1 round. You trade 3d6 sneak attack dice for this effect. For each additional 3d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Disorienting Blow
The target must make a Charisma save or be incapacitated for 1 round. You trade 5d6 sneak attack dice for this effect. For each additional 5d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Menacing Assault
The target must make a Wisdom save or be frightened of you for 1 round. You trade 5d6 sneak attack dice for this effect. For each additional 5d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Befuddling Assault
The target must make an Intelligence save or be confused (see the confusion spell) for 1 round. You trade 7d6 sneak attack dice for this effect. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Sever the Spine
The target must make a Constitution save or be rendered paralyzed for 1 round. You trade 9d6 sneak attack dice for this effect. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Strategist
Some rogues sharpen their minds in addition to their blades. Strategist Rogues hone their ability to analyze a given situation and apply exactly the right tactics to bring about victory.
Tactical Strike
At 3rd level, you gain the ability to trade sneak attack dice for special effects when making a sneak attack. You learn 1 tactical strike at 3rd level. You learn an additional tactical strike at 6th, 9th, 12th, 15th, and 18th levels in this class. Any time you gain a level in this class, you can swap a known tactical strike for any other tactical strike of your choice. To use a tactical strike, you must first hit a creature with a sneak attack. You then choose which strike to use and how many sneak attack dice you will trade for the strike's effect. If your attack is a critical hit, you trade any sneak attack dice first then double any remaining damage dice due to the critical hit. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19033584&postcount=4) for this clarification) You can apply the effects of more than one tactical strike with a single sneak attack, but you are limited by your sneak attack dice. All save DCs for these strikes are equal to 8 + your proficiency bonus + your Intelligence modifier.
Size up your Opponent
At 9th level, your careful study of countless creatures has made you an expert in analyzing your opponents. As a bonus action on your turn, you can use this ability to learn which ability score is the lowest on a single creature. This does not necessarily reveal the creature's lowest save since it does not take proficiencies into account. In addition, you have advantage on all Intelligence checks made to identify creatures.
Spot the Opportunity
At 13th level, you have mastered the art of capitalizing on your enemies' mistakes. Whenever a creature would provoke an opportunity attack from one of your allies, you may use your reaction to make an opportunity attack against that creature.
Critical Strike
At 17th level, you can choose to take a -10 penalty on attack when making an attack roll. If you hit, the hit is automatically a critical hit. You can choose to use this ability after making your attack roll, but before the DM has determined if it results in a hit.
Tactical Strikes
Tactical strikes are special maneuvers that trade sneak attack dice for special effects. Strategist Rogues learn 1 tactical strike at 3rd level. They learn an additional tactical strike at 6th, 9th, 12th, 15th, and 18th levels in this class. Any time they gain a level in this class, they can swap a known tactical strike for any other tactical strike of your choice. You use your Intelligence to determine the save DC of these abilities.
Forceful Blow
The target must make a Dexterity save or be knocked prone. You trade 1d6 sneak attack dice for this effect. For each additional 1d6 sneak attack dice you sacrifice, the creature is pushed 5' on a failed save.
Slice the Hamstring
The target must make a Dexterity save or have its movement speed reduced by 10' for 1 round. You trade 1d6 sneak attack dice for this effect. For each additional 1d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save.
Vicious Wound
The target suffers a deep wound that bleeds over time. The target takes 1 damage from blood loss at the start of each of its turns. You trade 1d6 sneak attack dice for this effect. For each additional 1d6 sneak attack dice you sacrifice, the creature bleeds for an additional 1 damage at the start of each of its turns. If the target of this strike is already bleeding, the bleeding damage stacks with each use of this strike. The target can stop the bleeding by making a medicine check against your save DC as an action during their turn. The medicine check can also be performed by another creature within 5' of the target as an action. The bleeding automatically stops if the target receives any magical healing.
Blow to the Windpipe
The target must make a Constitution save or be unable to speak for 1 round. You trade 2d6 sneak attack dice for this effect. For each additional 2d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save. (credit to MrStabby (http://www.giantitp.com/forums/showsinglepost.php?p=19008391&postcount=8) for this suggestion)
Exhausting Strike
The target must make a Constitution save or gain an exhaustion level for 1 round. You trade 2d6 sneak atack dice for this effect. For each additional 2d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save.
Deafening Blow
The target must make a Constitution save or be deafened for 1 round. You trade 2d6 sneak attack dice for this effect. For each additional 2d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save.
Blinding Strike
The target must make a Constitution save or be blinded for 1 round. You trade 3d6 sneak attack dice for this effect. For each additional 3d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Pinned Down
The target must make a Strength save or be restrained for 1 round. You trade 3d6 sneak attack dice for this effect. For each additional 3d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Disorienting Blow
The target must make a Charisma save or be incapacitated for 1 round. You trade 5d6 sneak attack dice for this effect. For each additional 5d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Menacing Assault
The target must make a Wisdom save or be frightened of you for 1 round. You trade 5d6 sneak attack dice for this effect. For each additional 5d6 sneak attack dice you sacrifice, the effect lasts an additional round on a failed save. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Befuddling Assault
The target must make an Intelligence save or be confused (see the confusion spell) for 1 round. You trade 7d6 sneak attack dice for this effect. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)
Sever the Spine
The target must make a Constitution save or be rendered paralyzed for 1 round. You trade 9d6 sneak attack dice for this effect. Any creature that makes their save against this effect is immune to this tactical strike for 24 hours. (credit to Giant2005 (http://www.giantitp.com/forums/showsinglepost.php?p=19034909&postcount=6) for this suggestion)