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Roguish Archetype:


Some rogues focus on stealth and skulduggery,
while others specialize in dealing death.
You focus on hunting down your prey.
Rogues of this archetype are often hired to
track especially slippery foes or send a
message when other means won't suffice.

These rogues are expert hunters adept at
tracking their targets, and wielding their prey's
fear as a most effective weapon.

Feared Killer

Starting at 3rd level, you learn to harness the
element of fear in your hunting.

You may use the bonus action granted by your
Cunning Action to intimidate your prey. When you
do so, choose a creature within 30 feet that can see
or hear you. They must make a Wisdom saving throw
(DC = 8+ your proficiency bonus + your Charisma
modifier) or be frightened of you until the end of
your next turn.

The fear effect ends if the creature ends its turn out of
line of sight or moves more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

You also have advantage on attack rolls against
frightened creatures.

Hunter's Instincts

Starting at 3rd level, you have begun to hone your instincts as a hunter and follow the trails left by your prey. You can cast Locate Creature without using a spell slot to locate a creature you have previously frightened. You can't do so again until you finish a short or long rest.

Expert Tracker

By 9th level, you have gained a lot of experience tracking down prey, even across great distances. You have advantage on Wisdom (Survival) and Wisdom (Perception) checks when moving at half speed.

Cornering Strikes

At 13th level you have learned ways to prevent your prey from escaping your grasp and can better keep them pinned down, frozen by the fear you inspire in them.

You have advantage on opportunity attacks. When you hit a creature with an opportunity attack, that creature must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or is Restrained until the end of your next turn.

Thrill of the Hunt

When you reach 17th level, you have truly come into your own as a hunter and are most comfortable when chasing down your prey. You have learned how to focus your mind at will and push your abilities to the limit for a short time, increasing your speed and becoming able to feel the fear around you.

For a duration of one minute your
speed increases by 30 feet and you gain the benefits of freedom of movement. You also have advantage on Dexterity Saving Throws.

During this time you can also sense the emotions of creatures around you, extending your blindsense to a range of 30 feet. At will, you may instantly learn the prevailing emotion of any creature within 30 feet of you. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

In addition, when you kill a frightened target while this feature is active you gain temporary hit points equal to 1d8 + your rogue level and any enemies within 30 feet that can see or hear you must make a Wisdom saving throw or be frightened, as per Feared Killer.

Once you activate this feature, you can't use it again until you finish a Short or Long Rest.

Version 1.1 (3/8/2018)
Homebrew by Jeremy Melloul (/u/imaginaryjeremy) Find more of my RPG and D&D content over at the Lorekeeper Archives
D&D 5th Edition by Wizards of the Coast
Designed in GMBinder
Feedback by DiscordofManyThings (SgtBriar & MarcSharma especially)
Art is "Drow Assassin" by thatDman (DeviantArt)