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.

 

Open Hand Technique

You know how to strike in a way that blocks the spiritual energy that runs through a target’s body, granting you the following benefits:

          When you reduce a damage roll to 0 with your ‘deflect attack’ feature, the triggering creature also cannot take reaction until the end of your next turn.

          When you hit a creature with an unarmed strike, you can have the attack deal force damage instead of its normal damage.

Sneak Attack: Pressure Point Strike

As an action, you can make a special melee sneak attack, a pressure point strike:

          Pressure Point Strike. You must make this attack with an unarmed strike. The attack must be made with advantage or against a creature that cannot take a reaction. On a hit, On a hit, you replace this attack’s damage dice with a number of d4 equal to your sneak attack value.

When you hit a creature with a ‘pressure point strike’, the target must succeed on a Constitution saving throw or suffer one of the following effects:

          Crippling Strike. The target falls prone and the target is unable to stand up. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful saving throw and immediately standing up.

          Stunning Strike. The target is stunned until the end of your next turn.

          Weakening Strike. The target is weakened until the end of your next turn.