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Duelist Rogue? [+]
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<blockquote data-quote="doctorbadwolf" data-source="post: 8680763" data-attributes="member: 6704184"><p>Okay, upon consideration of the ideas presented here, I think that instead of what would basically be an alternate swashbuckler, I'm going to add some options to Cunning Action that let <em>any</em> rogue do things like trip, temporarily blind (this one should be harder to pull off and quickly go away), disarm, etc on successful attacks by spending a bonus action. </p><p></p><p>Something like, </p><p></p><p>Starting at level 3, you gain the ability to use your attacks to place an enemy at a disadvantage. When you successfully attack a creature with an attack that qualifies for Sneak Attack, you can spend a bonus action granted by your Cunning Action feature to do one of the following: and then list some basic maneuvers. </p><p></p><p>Perhaps add a small feature to the mastermind that lets you do a thing to a creature that an ally hits while flanking with you, or allow an ally to do so when you give them the help action on an attack and they hit. </p><p></p><p>make the rogue a dirty fighter.</p><p></p><p>Let's see...</p><p></p><p>Trip </p><p>You use your strike to move your target, using clever positioning and a quick feint to cause them to fall flat. The target must succeed on a dexterity saving throw or be pushed 5ft and fall prone. </p><p></p><p>Disarm</p><p>Your attack follows through into disaster for your opponent, leaving them weaponless before you. The target must succeed on a Strength or Dexterity (their choice) saving throw or drop an object they are holding at your feet. They have advantage on the saving throw if they are holding the object with two hands, and disadvantage if the attack against them was a critical hit. </p><p></p><p>Grit in The Eyes</p><p>You use the momentum of your attack to throw sand or some other gritty substance into the face of an opponent. You must have an open hand to use this feature. The target must succeed on a Constitution or Dexterity (their choice) saving throw of be blinded. At the beginning of their next turn, they can make another saving throw to end the effect. If the effect persists when they end their turn, it ends then. (either this, or it simply imposes disadvantage on attacks and perception checks that rely on sight, until the end of the target's next turn)</p><p></p><p>Feint and Follow Up</p><p>Each attack sets up the next. Make a Deception or Slieght of Hand check opposed by the target's Perception or Insight. If you exceed their result, you have advantage on your next attack against the target befo the end of your next turn. </p><p></p><p>Fleche</p><p>You rush an enemy, in an attempt to end the fight quickly. When you have moved at least 10ft before making a melee attack on your turn, you can use this ability to add your proficiency bonus to the damage of the attack. If you go before another creature in the first round of combat, you can use this ability and also gain advantage on the attack.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8680763, member: 6704184"] Okay, upon consideration of the ideas presented here, I think that instead of what would basically be an alternate swashbuckler, I'm going to add some options to Cunning Action that let [I]any[/I] rogue do things like trip, temporarily blind (this one should be harder to pull off and quickly go away), disarm, etc on successful attacks by spending a bonus action. Something like, Starting at level 3, you gain the ability to use your attacks to place an enemy at a disadvantage. When you successfully attack a creature with an attack that qualifies for Sneak Attack, you can spend a bonus action granted by your Cunning Action feature to do one of the following: and then list some basic maneuvers. Perhaps add a small feature to the mastermind that lets you do a thing to a creature that an ally hits while flanking with you, or allow an ally to do so when you give them the help action on an attack and they hit. make the rogue a dirty fighter. Let's see... Trip You use your strike to move your target, using clever positioning and a quick feint to cause them to fall flat. The target must succeed on a dexterity saving throw or be pushed 5ft and fall prone. Disarm Your attack follows through into disaster for your opponent, leaving them weaponless before you. The target must succeed on a Strength or Dexterity (their choice) saving throw or drop an object they are holding at your feet. They have advantage on the saving throw if they are holding the object with two hands, and disadvantage if the attack against them was a critical hit. Grit in The Eyes You use the momentum of your attack to throw sand or some other gritty substance into the face of an opponent. You must have an open hand to use this feature. The target must succeed on a Constitution or Dexterity (their choice) saving throw of be blinded. At the beginning of their next turn, they can make another saving throw to end the effect. If the effect persists when they end their turn, it ends then. (either this, or it simply imposes disadvantage on attacks and perception checks that rely on sight, until the end of the target's next turn) Feint and Follow Up Each attack sets up the next. Make a Deception or Slieght of Hand check opposed by the target's Perception or Insight. If you exceed their result, you have advantage on your next attack against the target befo the end of your next turn. Fleche You rush an enemy, in an attempt to end the fight quickly. When you have moved at least 10ft before making a melee attack on your turn, you can use this ability to add your proficiency bonus to the damage of the attack. If you go before another creature in the first round of combat, you can use this ability and also gain advantage on the attack. [/QUOTE]
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