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Artificer Rogue?
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<blockquote data-quote="Paul Farquhar" data-source="post: 8022916" data-attributes="member: 6906155"><p>I've actually been working on the idea, want to help me brainstorm it?</p><p></p><p>This is what I have so far</p><p></p><p>Artificer Specialism: Q-Branch</p><p></p><p><strong>Level 3</strong></p><p></p><p>Skill Proficiency: Learn one skill you do not already know from this list (Deception, Insight, Investigation, Perception, Slight of Hand, Stealth).</p><p></p><p>Skill Expertise: Choose one skill that you know. You add double your proficiency bonus with any check using your chosen skill.</p><p></p><p>Q-Branch spells: <em>[get back to this]</em></p><p></p><p><strong>Level 5</strong></p><p></p><p>Trick weapon. You build a sneaky gadget into your weapon that does extra damage if you catch your opponent off guard. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must be with a weapon that you have infused. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Incapacitated" target="_blank">incapacitated</a>, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table - 4 levels.</p><p></p><p><strong>Level 9</strong></p><p></p><p>Improved Trick Weapon. When you infuse your trick weapon you may choose what damage type the extra damage does. Choose from: magical piercing, poison, lightning, thunder or acid.</p><p></p><p><strong>Level 15</strong></p><p></p><p>Reliable Talent. [<em>As rogue]</em>.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8022916, member: 6906155"] I've actually been working on the idea, want to help me brainstorm it? This is what I have so far Artificer Specialism: Q-Branch [B]Level 3[/B] Skill Proficiency: Learn one skill you do not already know from this list (Deception, Insight, Investigation, Perception, Slight of Hand, Stealth). Skill Expertise: Choose one skill that you know. You add double your proficiency bonus with any check using your chosen skill. Q-Branch spells: [I][get back to this][/I] [B]Level 5[/B] Trick weapon. You build a sneaky gadget into your weapon that does extra damage if you catch your opponent off guard. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must be with a weapon that you have infused. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Incapacitated']incapacitated[/URL], and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table - 4 levels. [B]Level 9[/B] Improved Trick Weapon. When you infuse your trick weapon you may choose what damage type the extra damage does. Choose from: magical piercing, poison, lightning, thunder or acid. [B]Level 15[/B] Reliable Talent. [[I]As rogue][/I]. [/QUOTE]
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