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# Rouge: Tengu Assassin
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A swift assassin, born into or trained by the reclusive Tengu. They are sometimes perceived as harbingers of mischief and war, other times as heavenly sentinels. They spert black wings and wear crows masks which are a symbol of their pride. They do however, hold themselves with high decorum and sense of duty. ## Dark Wings Starting at 3rd level, you can draw on the mystical power of the Tengu to rise grow crows wings. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This effect ends early if you end your turn in bright light. ## Osprey Dive Starting at 3rd level, you become a deadly aerial combatant. If you move at least 30 feet straight down and toward a target and then hit it with a melee weapon attack on the same turn, you deal an additional 3d6 damage to that creature. You can do this a number of times equal to your Dexterity modifier, refreshing after a long rest. ## Crippling Strike Starting at 13th level, when you hit a creature and would deal Sneak Attack damage, you can forgo the Sneak Attack damage and force the creature to make a Constitution saving throw DC(8 + prof + DEX). On a failed save, the creatures maximum hp is reduced by the maximum damage of your Sneak Attack. You can make this strike once per long rest. ## Tengu's Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10, minimum of 0. You can't use this feature when you are surprised.
Angel Winter
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