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.

 

Foul Tactics

You fight using foul strikes giving you the following benefits:

          When you miss a creature with a melee attack, you can use a bonus action to reroll the attack with disadvantage.

          When another creature makes an attack against a creature within 5 feet of you, can use your reaction to grant the attacking creature advantage on the attack roll.

Sneak Attack: Foul Blow

On your turn, you can make a special sneak attack with an unarmed strike as a bonus action instead of an action, a foul blow:

          Foul Blow. On a hit, you can replace the unarmed strike’s damage dice with a number of d4 equal to your sneak attack value instead of the normal damage for a sneak attack. If you make this attack against a grappled, flat-footed, or prone creature the attack is an automatic critical hit and the target’s speed is reduced to 0 until the beginning of your next turn.