Rogue is under Reconstruction!

Apologies for the mess!

 

Rogue

 

Rogue: Rogue Tactics

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.

 

Heavy-handed Fighting

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.

          You can benefit from rogue features in medium armour as if you were wearing light armour.

Sneak Attack: Ironclad Charge

As an action, you can make a special melee sneak attack, an ironclad charge:

          Ironclad Charge. To make an ironclad charge, you must be wearing medium armour and started your turn at least 10 feet away from the target. The target must succeed on a Strength saving throw or be knocked prone. If you knock the target prone, you can also make an unarmed melee attack against the target immediately. On a hit, you replace the unarmed strike’s damage dice with a number of d4 equal to your sneak attack value.