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# Roguish Archetype: {surv} Y *ou never wanted to listen when I spoke of that night, and this is why. I’ve been preparing for this for a long time.* **--Laurie Strode, Sole Survivor.** Safety can often be taken for granted for those within the walls of civilization, and it is a rude awakening when that livelihood is taken away by the unforseen. {surv}s focus their skills on self-preservation and escaping danger, adquiring their skills as a direct response to a threat on their former ways of life. Being marked for assassination, a victim of kidnapping, or trapped in a war-torn city are some of the situations that gives origin to these rogues. | Rogue Level | Feature | |:---:|:----:| | 3rd | Hard Knock Life, Slippery Meat | | 9th | Spine Chill | | 13th | Live and Learn | | 17th | Desperate Surge | ### Hard Knock Life When you choose this archetype at 3rd level, you gain proficiency with improvised weapons. You also gain proficiency in two of the following skills of your choice: Athletics, Medicine, Perception or Survival. Additionally, If two or more hostile creatures are within 5 feet of you, you don't need advantage on the attack roll to use your Sneak Attack against them if no allied creatures are within the same range. All the other rules for Sneak Attack still apply to you. ### Slippery Meat Starting at 3rd level, when you are prone, standing up uses only 5 feet of your movement, and whenever you take the Dash or Disengage actions you can move through an space occupied by an hostile creature as if it were difficult terrain until the end of your turn. Additionally, you can use your bonus action to attempt to escape a grapple or non-magical restraints. ### Spine Chill At 9th level, you have developed a keen sense for detecting imminent danger. You can't be surprised while you are conscious, and you always know when a hostile creature within 60 feet of you is searching for you or looking in your direction, even if you can't see them. \columnbreak ### Live and Learn Starting at 13th level, you can share the experiences of your struggle and instruct others to follow in your example. As part of a short or long rest, choose up to five willing creatures who can hear you, and one skill you are proficient in. The chosen creatures become proficient in the chosen skill until their next rest. ### Desperate Surge At 17th level, you can tap into a well of determination that pushes your body beyond its limits. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead (no action required), and gain temporary hitpoints equal to your rogue level + your Constitution modifier. You also enter an state of hyperactivity until the end of your next turn, gaining advantage on all attack rolls, skill checks and saving throws. Once you use this feature, you can't use it again until you finish a long rest.