Roguish Archetype: Steeplejack

by emulca

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Roguish Archetype

Steeplejack

You focus your training on operating at dizzying heights. You are at home when you are high above the ground, such as on the spires of a cathedral, the towers of a castle, or the clustered rooftops of a city. Rogues who follow this archetype are typically steeplejacks by trade, but choose to apply their abilities to other more daring enterprises.

Skills of the Trade

Starting at 3rd level, you excel at scaling structures. You gain a climbing speed equal to your walking speed, and this movement doesn't provoke opportunity attacks. You have advantage on any ability check you make to climb, hang from, or grab onto a vertical surface.

Additionally, you are a seasoned tradesman, gaining the following benefits:

  • You have proficiency with carpenter's tools and mason's tools. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Controlled Falls

At 3rd level, you learn to control your falls. When you fall at least 20 feet, you can adjust yourself in mid-air and shift up to 10 feet in a horizontal direction without expending your movement.

 In addition, you can use your reaction to direct your force at a creature or object that occupies a space on the ground directly below you. The target takes fall damage equal to the amount normally applied at the end of a fall. If the target is one size smaller than you or larger, you can also use it to soften your fall as part of the same reaction. If the fall distance is no more than 20 feet, you take no fall damage. If the fall distance is more than 20 feet, you take half as much fall damage and land on your feet. Once you use your reaction, you are shunted to an unoccupied space of your choice that you can see within 10 feet of the target.

Falling Strike

Starting at 9th level, you drop from above with deadly precision. If you fall at least 20 feet and make a melee weapon attack against the target of your Controlled Falls feature at the end of your fall, you have advantage on the attack roll. You can then move away from the target without provoking an opportunity attack from it, as you tumble out of its reach.

Trained Resilience

At 13th level, you toughen against occupational hazards such as soot and chemical cleaners. You have advantage on saving throws against poison, and you have resistance against poison and acid damage.

Incredible Heights

When you reach 17th level, you can leap extraordinary distances. Your jump distance is tripled, and you can use Dexterity instead of Strength for your jump distance.

Additionally, your Sneak Attack damage against the target of your Falling Strike feature increases by 1d6.

v1.1

brewed by u/emulca

image credit: Mike Heath