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Playtest 6: Rogue and Cunning Strike
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<blockquote data-quote="tetrasodium" data-source="post: 9057686" data-attributes="member: 93670"><p>There are multiple pieces. The defense of this ability has rested on a lot of well if you ignore part of it and create a scenario where only one piece applies before switching to frustration that some the other pieces apply then.</p><p></p><p></p><p>[spoiler="cunning strike"]</p><p>5TH LEVEL: CUNNING STRIKE</p><p>You have developed cunning ways to use your</p><p>Sneak Attack. <strong>When you deal Sneak Attack </strong></p><p><strong>damage</strong>, you can add one of the following</p><p>Cunning Strike effects. Each effect has a die cost,</p><p>which is the number of Sneak Attack damage</p><p>dice you must forego to add the effect. You</p><p>remove the die before rolling, and the effect</p><p>occurs immediately after the attack’s damage is</p><p>dealt. For example, if you add the Poison effect,</p><p>remove 1d6 from the Sneak Attack’s damage</p><p>before rolling.</p><p> If a Cunning Strike effect requires a saving</p><p>throw, the DC equals 8 + your Proficiency Bonus</p><p>+ your Dexterity modifier.</p><p> Disarm (Cost: 1d6). The target must succeed</p><p>on a Dexterity saving throw, <strong>or it drops one item </strong></p><p><strong>of your choice that it’s holding. </strong></p><p> Poison (Cost: 1d6). You add a toxin to your</p><p>strike, forcing the target to make a Constitution</p><p>saving throw. On a failed save, the target has the</p><p>Poisoned condition for 1 minute. At the end of</p><p>each of its turns, the Poisoned target can repeat</p><p>the save, ending the effect on itself on a success.</p><p> To use this effect, you must have a Poisoner’s</p><p>Kit on your person.</p><p> Trip (Cost: 1d6). If the target is Large or</p><p>smaller, it must succeed on a Dexterity saving</p><p>throw<strong><u><em> or have the Prone condition. </em></u></strong></p><p> Withdraw (Cost: 1d6). Immediately after the</p><p>attack, you move up to half your Speed without</p><p>provoking Opportunity Attacks.</p><p>[/spoiler]</p><p>Sneak attack of course triggers with any ranged attack that is made with advantage, which the level 3 base class feature "steady aim" grants if the rogue doesn't move. </p><p>[spoiler="page 72 fly speed"]</p><p>FLY SPEED</p><p>A Fly Speed can be used to travel through the air.</p><p>While you have a Fly Speed, you can stay aloft</p><p>until you land, fall, or die.</p><p> While flying, you fall if you lack the Hover trait</p><p>and have the Incapacitated <strong>or Prone condition or </strong></p><p><strong>your Fly Speed is reduced to 0. </strong></p><p> [/spoiler]</p><p>So yea it's a great ability if wotc wants to print words like "rogues should expect flying monsters and intelligent martial creatures like trolls/ogres/etc and casters opponents to exclusively splatter them for good reason instead of being frustrated with the GM for singling them out".</p><p></p><p>edit: CATLIKE TYPING DETECTED</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9057686, member: 93670"] There are multiple pieces. The defense of this ability has rested on a lot of well if you ignore part of it and create a scenario where only one piece applies before switching to frustration that some the other pieces apply then. [spoiler="cunning strike"] 5TH LEVEL: CUNNING STRIKE You have developed cunning ways to use your Sneak Attack. [B]When you deal Sneak Attack damage[/B], you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier. Disarm (Cost: 1d6). The target must succeed on a Dexterity saving throw, [B]or it drops one item of your choice that it’s holding. [/B] Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw[B][U][I] or have the Prone condition. [/I][/U][/B] Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks. [/spoiler] Sneak attack of course triggers with any ranged attack that is made with advantage, which the level 3 base class feature "steady aim" grants if the rogue doesn't move. [spoiler="page 72 fly speed"] FLY SPEED A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. While flying, you fall if you lack the Hover trait and have the Incapacitated [B]or Prone condition or your Fly Speed is reduced to 0. [/B] [/spoiler] So yea it's a great ability if wotc wants to print words like "rogues should expect flying monsters and intelligent martial creatures like trolls/ogres/etc and casters opponents to exclusively splatter them for good reason instead of being frustrated with the GM for singling them out". edit: CATLIKE TYPING DETECTED [/QUOTE]
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Playtest 6: Rogue and Cunning Strike
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