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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Open Hand Technique |
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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. |