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.

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.