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Rogue - Executioner
## Not all rogues are criminals who stick to the shadows, or charlatan thieves, or even tricksters. Some work for the law, dealing with the assassins and burglars typically ascribed to the rogue class. | Rogue Level | Feature | |:---:|:-----------:| | 3rd |Headsman's Muscle, Headsman's Force| | 9th |Executioner's Quarry| | 13th |Unrelenting| | 17th |Superior Critical| ###
Headsman's Muscle
When you choose this archetype at 3rd level, you gain proficiency in all weapons with the heavy property, as well as with Medium Armor. Additionally, heavy weapons are now eligible for Sneak Attack for you. ###
Headsman's Force
At 3rd level, you also gain an additional way to use your Cunning Action: You can make the Shove action as a bonus action. \columnbreak ###
Executioner's Quarry
Starting at 9th level, when you roll initiative, you can choose any creature that you can see as your Mark, this creature stays your Mark for 1 minute or until it dies. If your Mark dies during this minute, you can choose a new Mark as a reaction. All of your attacks against your Mark apply Sneak Attack bonus, regardless of the weapon you're using, disadvantage on the attack roll, etc. You can still only use Sneak Attack once per turn. You can select or change a Mark a number of times equal to your Proficiency Bonus, and regain all expended uses when you complete a long rest. ###
Unrelenting
Beginning at 13th level, you have advantage on all Attack rolls, Skill checks, and Saving throws against your Mark. Additionally, you gain proficiency in Strength Saving throws. ###
Superior Critical
At 17th level, your weapon attacks score a critical hit on a roll of 18, 19, or 20.
Art: Adriana, Captain of the Guard - Chris Rallis