Rogue is under Reconstruction!
Apologies for the mess!
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Rogue |
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Rogue: Rogue Tactics |
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Rogues are masters
of versatility, each adopting unique strategies to outmanoeuvre their foes in
combat. The following rules
apply to your sneak attacks: •
The power of a sneak attack depends on
your sneak attack value as shown in the Rogue class table. •
A sneak attack is any attack that
refers to your sneak attack value. •
You can only make a sneak attack once
per turn. If a rogue tactics
ability calls for a saving throw, the DC equals 8 + your Dexterity modifier +
your proficiency bonus. |
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Heavy-handed Fighting |
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You have received special training in the use of unarmed combat,
granting you the following benefits: •
You can use either Strength or
Dexterity when calculating the DC of rogue features (your choice). •
You have training with medium armour. Sneak Attack: Ironclad Tackle On
your turn, you can make a special sneak attack with an unarmed strike as a
bonus action instead of an action, an ironclad tackle: •
Ironclad Tackle. On
a hit, you can replace the unarmed strike’s damage dice with a number of d4
equal to your sneak attack value instead of the normal damage for a sneak
attack. If you moved at least 10 feet directly towards the target immediately
before making this attack the target must make a Strength saving throw. On a
failed saving throw, you can push the target in front of you for the
remainder of your movement and opportunity attacks against you have
disadvantage during this movement. If the target is two sizes larger than you
or larger, you cannot move it with this ability. |