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.

 

Dirty Fighting

You do not fight fair. Dirty fighting tactics give you the following abilities:

          As a bonus action, you can target any creature within 5 feet of you with pocket sand. The target must succeed on a Dexterity saving throw with advantage or be blinded until the end of your next turn. You must have a free hand and a component pouch to use this ability.

          When you score a critical hit, you can also designate one other creature. The designated creature has advantage on its next attack against the target of the critical hit before the beginning of your next turn.

Sneak Attack: Low Blow

As an action, you can make a special melee sneak attack, a low blow:

          Low Blow. You must make this attack with an unarmed strike, and the target must be dazed, fatigued, surprised or weakened. On a hit, you replace the unarmed strike’s damage dice with a number of d4 equal to your sneak attack value. The target must also succeed on a Constitution saving throw become incapacitated until the beginning of your next turn.