Rogue (Berserk Supplement

Rogue

Rogues are combatants who focus on throwing weapons proficiently.

Class Features

As a Rogue you gain the following class features.

Hit Points

Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rogue level after 1st

Proficiencies

Armor: None
Weapons: 1 thrown weapon tier
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose any three skills not including Arcana, and potentially including Riding

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Rogue

LevelProficiency
Bonus
Features
1st+2Fighting Style
2nd+2Skirmisher
3rd+2Fighting Styles feature
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Extra Feat
7th+3Fighting Styles feature
8th+3Ability Score Improvement
9th+4Dexterous
10th+4Fighting Styles feature
11th+4Extra Feat
12th+4Ability Score Improvement
13th+5Extra Attack (2)
14th+5Extra Feat
15th+5Fighting Styles feature
16th+5Ability Score Improvement
17th+6Action Surge
18th+6Fighting Styles feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Fighting Style

At 1st level, you determine in what direction your throwing prowess develops. You may choose between Dagger-Thrower, Spear-Thrower, Mood-Thrower, or Dust-Thrower. You gain additional features at 3rd, 7th, 10th, 15th, and 18th level.

Skirmisher

At 2nd level, your movement speed increases by +10 ft., and you may take the Dodge action as a bonus action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 13h level in this class and to four when you reach 20th level in this class.

Extra Feat

At 6th level, you may gain a feat of your choice, or take a level in another class, counting both this level and this class and that level in that class as the same level but only gaining the other class's hit die and any multiclassing proficiencies. You may do this again at 11th and 14th level.

Dexterous

Beginning at 9th level, you can reroll any Dexterity or Strength saving throw, or Dexterity, Strength, or Wisdom skill check that you fail. If you do so, you must use the new roll. You may do this a number of times equal to your Dexterity or Strength modifier, whichever is higher, regaining all uses at the end of a long rest.

Action Surge

Starting at 17th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Dagger-Thrower

Fast Hands

At 1st level, you may drawn a weapon as part of a thrown weapon attack regardless of if you have already used your free action this turn.

Skilled Hands

At 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, yor climbing or swimming speed increases by +15 ft.

Fast Knives

Starting at 7th level, when you make a thrown weapon attack, you may grant either its attack or damage roll a +1 bonus when you make the attack.

Escape Artist

At 10th level, you do not suffer any penalties from being prone, restrained, or grappled unless it is imposed by either the combined efforts of 3 creatures, or your arms, legs, wrists, and ankles are restrained, or the restraints are magical.

Superior Two-Weapon Fighting

Starting at 15th level,

  • You gain +1 on your attack rolls when you take the attack roll while wielding two weapons.
  • Whenever you hit a creature with two different weapons in the same turn, while wielding two thrown weapons, you can make an additional attack using your reaction on your turn.
  • When fighting with two weapons, you can forgo your attack with the bonus action to add +2 to your AC until the start of your next turn.
One Million Blades

At 18th level, when you make a thrown attack with a light thrown weapon, you may make 1 additional thrown light weapon attack. You can not add your ability modifier to this bonus attack's attack or damage roll.

Spear-Thrower

Two-Weapon Fighting

At 1st level, when you make a thrown attack with a weapon that does not have the light property (not including from tiered weapon weight), you gain a +2 bonus to attack rolls.

Wooden Nail

At 3rd level, when you make a thrown attack with a weapon that does not have the light property (not including from tiered weapon weight), you may choose to cause it to break, dealing an additional +2 damage, but making it inoperable until repaired for half its total cost.

Refined Warrior

Starting at 7th level, you gain proficiency in one additional armor and weapon tier.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Protected Throw

At 10th level, while you are wielding a shield and versatile thrown weapon, you may treat any thrown attacks with it as if it were being wielded in two hands, and you gain a +1 bonus to your AC.

Readied Throw

Starting at 15th level, you may take one additional bonus action on each of your turns. Additionally, as a bonus action, you may grant your next attack roll on your turn advantage.

All-Out Throw

At 18th level, as a lengthy action you may make a single thrown attack with a weapon that is not light. You gain advantage on its attack roll if it is within the weapon's normal range, and you do not suffer disadvantage on attack rolls at its long range. You may roll for damage twice, taking the higher result.

Mood-Thrower

Deflecting Personality

At 1st level, when you make a Dexterity or Wisdom saving throw, you may add your Charisma modifier to the total as a reaction. When you are targeted by an attack roll, you may add your Charisma modifier to your AC as a reaction. You may do this a number of times equal to your Charisma modifier, regaining all uses at the end of a long rest.

Roguish Inspiration

At 3rd level, as a bonus action on your turn, you may choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Roguish Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Roguish Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Roguish Inspiration die is rolled or a creature benefiting from Roguish Inspiration ends a long rest, it is lost. A creature can have only one Roguish Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.


Talented

Starting at 7th level, you gain the effects of the Extra Feat feature. Additionally, your Roguish Inspiration die becomes a d8.

Charismatic

At 10th level, you can add your Charisma modifier an additional time to Persuasion, Deception, and Performance checks, as well as any checks with musical instruments or game sets you are proficient in. Additionally, your Roguish Inspiration die becomes a d10.

Scout

Starting at 15th level, you are particularly familiar with three types of environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, sea, cavern, or urban. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Inspired Strike

At 18th level, creatures can have any number of Roguish Inspiration dice at a time, and may add the roll of their Roguish Inspiration dice to a roll of any die. If added to a damage roll, the result is added after the attack would have the total number, number of damage dice, or size of damage dice changed. Additionally, your Roguish Inspiration die becomes a d12.

Dust-Thrower

Sneak Attack

At 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal twice as much damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse thrown weapon.

Improved Critical

At 3rd level, your attacks with finesse melee weapons score a critical hit on a roll of 19 or 20.

Dust Cloud

Starting at 7th level, as a bonus action, you may kick up a large storm of dust, even if logically there shouldn't be any. A 15 ft. radius area centered on you becomes heavily obscured for all creatures except those who have this feature until the beginning of your next turn, and is lightly obscured for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Precise

At 10th level, when you roll a critical with a thrown weapon, you may choose what body part it hits instead of rolling.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Master Assassin

At 18th level, any amount of your attacks on your turns that have advantage benefit from Sneak Attack. Additionally, any thrown attacks from within your dust cloud against creatures outside of your dust cloud have advantage.

Multiclassing

Prerequisites. To qualify for multiclassing into the Rogue class, you must meet these prerequisites: 15 Dexterity, proficiency in at least 1 tier of thrown weapons if you do not gain it from multiclassing proficiencies.

Proficiencies. When you multiclass into the Rogue class, you gain the following proficiencies: choose two from Acrobatics, Animal Handling, Riding, History, Insight, Persuasion, Perception, Survival, or 1 thrown weapon tier.


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