Roguish Archetype - Fourth Rogue


Cunning and elusive adversaries, these rogues use techniques learned from ancient scrolls marked as being 'Fourth Edition' in order to befuddle and bewilder their foes.

"Fourth" Subclasses

The Fourth subclasses are adaptations for some martial classes of their 4th edition counterparts. The power level of these is expected to be higher than some standard 5e subclasses due to their flexibility, without overwhelming power.

Exploits

At 3rd level a rogue learns a number of exploits (detailed at the end of this section). Exploits are split into three different varieties - At-Will, Encounter, and Daily. At-Will Exploits can be used each turn freely. Encounter Exploits can be used once, and refresh whenever initiative is rolled. Daily Exploits can be used once, and refresh whenever you complete a long rest. Unless otherwise specified, Exploits are made as part of an attack during the Attack action, in addition to your normal attack, except where specifically stated. Some exploits, such as Deft Strike, grant you additional movement - this does not cost your normal movement on your turn.

Some exploits require a certain number of levels in the Rogue class in order to take, and some require the use of a melee or a ranged weapon specifically, though most can be used with either. These weapon-restricted exploits will be marked with an (M) or an (R) respectively.

At 3rd level you choose two At-Will, one Encounter, and one Daily exploit. Whenever you gain a level in the Rogue class you can retrain one Exploit you know of any type for another one that you qualify for of the same type. At 5th, 11th, and 17th level you gain another Encounter and Daily exploit of your choice that you qualify for, such that you will have four of each at 17th level. An exploit's use must be declared before you make any attack rolls.

Some exploits call for saving throws. The DC for these is 8 + your proficiency bonus + your dexterity modifier.

Rogue Tactics

At 3rd level you direct your rogue's skills in one of two directions, choosing to either be an Artful Dodge or a Brutal Scoundrel. These grant you immediate effects as well as modifying some of your exploits.


Artful Dodger - You gain a bonus to AC equal to your charisma modifier against opportunity attacks.


Brutal Scoundrel - You gain a bonus on Sneak Attack damage equal to your Strength modifier.

Master of Deceit

From 9th level you gain better control over your underhanded skills. Whenever you make a Deception or Sleight of Hand check with proficiency, you may reroll the dice if you so wish. You must do so before the DM announces the result. If you have expertise in the relevant skill, you may reroll twice.

Shadow Stride

From 13th level whenever you are hidden in dim light or darkness, you can expend movement to teleport to another square of dim light or darkness that you can see within your movement range.

Enhanced Cunning Action

From 17th level when you use your Cunning Action, your action choices are enhanced:


  • Dash - When you Dash, you may make two consecutive long or high jumps. You don't have to land between jumps, effectively jumping on air.
  • Disengage - When you Disengage, your move speed is doubled and you gain a climb speed equal to your move speed.
  • Hide - A successful Stealth ability check against all hostile creatures turns you invisible until you move more than 20ft in a turn, cast a spell, or use a Daily or Encounter exploit. Making normal attacks or using At-Will exploits maintains the invisibility. This otherwise lasts until the end of the encounter, or until a creature makes a successful perception check to observe you.

Exploits

3rd Level At Will

Deft Strike

A final lunge brings you into an advantageous position

When you use this exploit, you shift 10ft towards your target before making your attack. This movement does not provoke opportunity attacks.

Piercing Strike

A needle-sharp aim slips past enemy armour into tender flesh.

When you use this exploit the target of your attack makes a Dexterity saving throw, instead of you making an attack roll. On a failed save the attack deals damage as normal. A successful save halves the damage dealt. If you would have applied sneak attack damage to the attack roll, it likewise applies here (and is halved on a successful save).

Riposte Strike (M)

With a calculated strike you leave your foe vulnerable to an adroit riposte should they dare to attack you.

If you hit with this exploit, the target is opened up to retaliation. If they attack you before the start of your next turn with a melee attack, you may use your reaction to make an attack against the target.

Sly Flourish

A distracting flourish causes the enemy to forget the blade at their throat.

If you hit with this exploit you add your charisma modifier to the damage done, in addition to your dexterity or strength modifier.

3rd Level Encounter

Dazing Strike

An expert strike catches your foe by surprise and leaves them reeling from the pain.

When you hit with this exploit the next attack against your target has advantage. In addition the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three on their next turn.

King's Castle

It’s hard to get to the little guy when he takes cover behind an ally who can crush plate armor in their teeth.

When you use this exploit you swap places with a willing adjacent ally.

Positioning Strike (M)

A false stumble and a shove place the enemy exactly where you want them.

When you hit with this exploit you shove the target 5ft in any horizontal direction you choose. If you are an Artful Dodger, you instead shove them 5ft x your Charisma modifier.

Torturous Strike (M)

If you twist the blade in the wound just so, you can make your enemy howl in pain.

If you would deal sneak attack damage while hitting with this exploit, your sneak attack dice are changed from 1d6 to 1d8. If you are a Brutal Scoundrel, the target takes additional damage at the start of their next turn equal to your strength modifier.

3rd Level Daily

Blinding Barrage (R)

A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes.

When you use this exploit you target a 15ft cube adjacent to you instead of making an attack. Creatures in the area must make a dexterity saving throw or take your weapon damage plus your sneak attack damage, and be blinded until the end of your next turn. A successful save halves the damage and negates the blindness.

Easy Target

You deal a staggering blow to your enemy, setting it up for future attacks.

When you hit with this exploit the target's speeds are reduced to 10ft and you have advantage on attacks against the target until the end of your next turn. If you miss with this exploit, you still deal half damage, but do not reduce their speed or gain advantage.

Trick Strike

Through a series of feints and lures, you maneuver your foe right where you want them.

After you hit with this exploit you can move the target creature 5ft in any direction. Until the end of the encounter whenever you hit them with a weapon attack you can move them again in the same manner.

5th Level Encounter

Bait and Switch (M)

You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space.

If you hit with this exploit, you swap places with the target creature and can then move up to 5ft without provoking opportunity attacks. If you are an Artful Dodger, you can move a distance equal to 5ft x your Charisma Modifier.

Setup Strike

You land a calculated blow that causes your enemy to drop his guard, leaving him vulnerable to subsequent attacks.

If you hit with this exploit you have advantage on the next attack you make against them until the end of your next turn. This effect ends if you attack another creature.

Topple Over (M)

Balance and momentum are your allies as you lunge forward, strike deftly, and knock your opponent to the ground.

When you hit with this exploit you knock the target prone. If you are a brutal scoundrel you add your strength modifier to the attack roll.

Trickster's Blade

You land an expert blow and follow up with a clever series of feints that bewilder your enemies.

When you hit with this exploit you add your Charisma Modifier to your AC until the start of your next turna.

5th Level Daily

Clever Riposte

You follow up a fierce attack with a series of quick, painful strikes woven between your enemy’s attacks.

If you hit with this exploit then until the end of the encounter the target takes damage equal to your dexterity modifier each time it attacks you, and you can move 5ft as a Reaction after such an attack, without provoking opportunity attacks.

Deep Cut

Each drop of blood is another nail in your enemy’s coffin.

Instead of rolling an attack when you use this exploit, the target must make a constitution saving throw. On a successful save, you deal half weapon and sneak attack damage (if it would apply). On a failed save, you deal full damage, and deal additional piercing damage equal to your strength modifier at the end of each of their turns. They may then make a new saving throw to end the effect. This effect can also be ended by a successful Medicine check against your save DC or magical healing.

Walking Wounded

You topple your enemy with a crippling blow and force them to stumble around the battlefield.

Instead of rolling an attack when you use this exploit, the target must make a strength saving throw. On a successful save, they take half weapon and sneak attack damage (if it would apply). On a failed save, they take full damage and are knocked prone. In addition, if the target moves more than half its speed in a single turn, it falls prone at the end of its movement.

9th Level Encounter

Cloud of Steel (R)

You shower your enemies in sharp metal.

Instead of making an attack you instead target a 25ft cube adjacent to yourself. Creatures in the area take normal weapon damage plus your sneak attack damage. A successful dexterity save halves the damage.

Imperiling Strike

You deal a staggering blow, opening a hole in your enemy’s defenses.

When you hit with this exploit you reduce the creature's AC and dexterity saving throws by -1 until the end of your next turn. If you are a brutal scoundrel, you instead reduce it by an amount equal to your strength modifier.

Rogue's Luck

A gifted rogue can turn failure into fortune.

If you miss when attacking with this exploit, you can immediately make another attack against the same creature. If you are an artful dodger you add your charisma modifier to the attack roll for the second roll.

Sand in the Eyes (M)

You scoop up a handful of sand or dirt or pebbles, strike your foe, and throw the grit in his face to blind him.

When you hit with this exploit you blind the target creature until the end of your next turn.

9th Level Daily

Crimson Edge

You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.

If you hit with this exploit, the target begins to bleed, taking piercing damage equal to your dexterity modifier at the end of each of their turns. While they bleed, you also have advantage on attacks against them. The bleeding can be ended by a successful Medicine check against your save DC or magical healing. If you miss with this exploit, you still deal half damage.

Deadly Positioning (M)

You adroitly outmaneuver your enemy, pushing and baiting him with every stride and strike.

When you use this exploit, but before rolling to attack, you move the target 5ft in any direction. If you hit, then for the rest of the encounter as long as you are adjacent to the creature you can slide them 5ft in any direction again before you make an attack against them.

Knockout

A well-placed blow takes your foe out of the fight.

If you hit with this exploit you knock the target unconscious. They awaken either when they make a successful constitution saving throw at the end of their turn or when they take damage. Even if you miss with this exploit, you still deal half damage and the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

11th Level Encounter

Fool's Opportunity (M)

You bait your foe into attacking you, and then turn his blow straight back at him.

If you hit with this exploit then instead of dealing weapon damage the target creature expends their reaction and instead attacks themself. If you had advantage on the attack roll, this also deals sneak attack damage.

Stunning Strike

A well-timed attack leaves your enemy flailing helplessly for a few critical seconds.

If you hit with this exploit the target is Stunned until the end of oyur next turn.

Tornado Strike

Your weapon becomes a blur as you make swift, sweeping attacks against two foes, then hastily slip away.

Instead of making one attack, you can instead make two, so long as they are against two different creatures within range. If you are an artful dodger, you additionally shove any creatures hit back 5ft x your Charisma Modifier. You can then move up to 15ft without provoking opportunity attacks.

Unbalancing Attack (M)

Ducking and weaving, you land a decisive blow that staggers your foe and sets it up for a tripping attack.

If you hit with this exploit and the target moves on their next turn you can use your reaction to make an opportunity attack against them. Add your strength modifier to the attack and damage rolls for this attack. If the attack hits the creature is knocked prone.

11th Level Daily

Bloody Path

You dash across the battlefield, leaving bewildered and bleeding enemies in your wake.

When you use this exploit you do not attack. Instead, you move up to your movement speed. Every enemy that can make an opportunity attack against you as a result of this movement attacks itself with its opportunity attack, rather than you, and expends its reaction in doing so. Any enemy that can make an opportunity attack against you during this movement must do so. It cannot refrain from making the attack to avoid harming itself.

Garrote Grip (M)

The more your enemy struggles, the less you want to let him go.

If you hit with this exploit you automatically grapple them. While the grapple remains, any melee or ranged attack that misses you hits your target instead. You can use your bonus action to tighten the grip of the grapple. If you tighten it three times, the target falls unconscious until they take damage.

Slaying Strike

A ruthless strike yields great rewards, for after death comes the looting.

If you hit with this exploit and the target is below half health, you double your sneak attack dice, and critically hit on an attack roll of 17 to 20, instead of just 20.

15th Level Encounter

Dragon Tail Strike

First you set them up, and then you knock them down.

If you hit with this exploit and the target attacks you before your next turn, you may immediately use your reaction to interrupt their attack, potentially hitting before they do. If you hit, your sneak attack dice are increased from d6 to d8. In addition if you are a brutal scoundrel you add your strength modifier to the reaction attack roll.

Hounding Strike

With snarling ferocity, you attack. Your weapon bites deep into your enemy’s flesh, filling his heart with doubt

If yoou hit with this exploit you have advantage on attacks, and add +1 to your AC and all saves, against the target until the end of your next turn. If you are an artful dodger you instead add your charisma modifier to your AC and saves.

Stab and Grab (M)

Keep your friends close, and your enemies at knifepoint.

If you hit with this exploit you automatically grapple the target. If they were already grappled by you or another creature the target is also restrained until your grapple ends.

15th Level Daily

Feinting Flurry

A series of clever feints throws your foe off his game and makes him an easy target.

If you hit with this exploit the target subtracts your charisma modifier from their AC and saving throws against you specifically until the end of your next turn. You may use your bonus action on your subsequent turns to sustain this effect for an additional round.

Flying Foe (M)

Mastering your foe’s reactions allows you to toss him about like a rag doll.

When you hit with this explloit you shove the target creature 5ft x your strength modifier. If a creature or object obstructs the movement, both target and obstruction take 1d6 x your strength modifier bludgeoning damage. If you miss with this exploit the target is still moved, but no damage is dealt either by your attack or the movement, even if their movement is stopped.

Snake's Retreat

After striking boldly, you frustrate your foe by shifting away just as he’s about to attack you.

If you hit with this exploit then for the rest of the encounter when the target attacks you, you can use your reaction to immediately move 5ft, without provoking opportunity attacks, potentially avoiding the attack if you escape their reach.

17th Level Encounter

Instant Escape

With supreme effort, you escape.

Whenever you become restrained, slowed, paralyzed, or stunned, the condition immediately ends and you can move up to 10ft without provoking opportunity attacks. This costs your reaction, and can be used even when a reaction would otherwise not be usable due to conditions.

Critical Opportunity

Your first attack deals a critical wound, so you follow the attack with another strike.

After you critically hit, you can use your bonus action to use this exploit to make another attack against the same target. This second attack adds half your sneak attack damage if it hits, if you have not already dealt sneak attack damage ag

Distracting Wound

You strike from the shadows, delivering a wound that distracts your foe and makes him drop his guard.

You can only use this exploit if you have advantage on the attack roll. If you hit, you and all your allies have advantage on all attacks against that creature until the end of your next turn.

17th Level Daily

Redirect Death

The weapon races toward you, but with a slight move and a flourish of your own blade, you redirect the attack toward a different target.

As a reaction when you are attacked you can use this exploit to redirect the attack to another creature you are adjacent to instead of you. If it hits, you can choose to apply sneak attack damage, even if it would not normally qualify.

Immobilizing Strike

With terrifying ease, you slash at your enemy’s exposed tendons and leave him immobilized and whimpering in pain.

When you hit with this exploit the target's movement speeds are reduced to 0. A successful constitution save at the end of their turns increases their movement speeds from 0 to 10ft. They must continue to make successful saves until their speeds are returned to normal in 10ft increments. If you miss with this exploit you still deal half damage as if you had hit, and the target's move speeds are halved until the end of their next turn.

Ghost on the Wind

You vanish, then strike out of nowhere!

If you hit with this exploit you turn invisible and vanishing your physical presence entirely, effectively disappearing from the battlefield. You then reappear in any square adjacent to the target at the start of your next turn. You have advantage on attacks against the target until the end of your next turn. If you miss with this exploit, you can still teleport into a square adjacent to the target if you so choose.