Rapscallion - A Rogue Subclass

by ChrisValleau

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The Rapscallion

Sword and Cape

The Rapscallion is a Rogue subsclass for Dungeons and Dragons 5th edition which focuses on cape and rapier fighting style.

Caped Combatant

  • When you choose this subclass at 3rd level, you gain a cape and learn stunts that are fueled by your Style Points. The number of style points you have is equal to your proficiency bonus.
  • You learn 2 Stunts at 3rd level. You learn an additional stunt at 5th, 9th, 13th and 17th level.
  • You regain all spent style points when you finish a long rest.
  • Stunts can only be used when you are armed with a single one handed finesse weapon and are not using a shield.

Armored with Style

Starting at 9th level, you have learned to use your cape to aid in deflecting blows. While wearing a cape, you gain +2 to your AC. This bonus only applies if you are wielding a single one handed weapon and no shield.

Nimble Feet

At 13th level, if you entered a creature's melee combat range this turn, you do not provoke opportunity attacks by leaving it.

Endless Class

Starting at 17th level, when you roll initiative and have no style points, you gain 2 style points.

Stunts

Some stunts will require the target to make a saving throw against your Stunt DC. Your Stunt DC is equal to 8 + Dexterity modifier + Proficiency bonus.

Hidden Strike:

As a bonus action, hide your strike behind your cape, allowing you to use your Sneak Attack feature on your next attack.

Flourish:

As a bonus action, flash your cape in front of a target you can see within 5ft of you, granting one ally withing 15 ft of you advantage on their next attack against that creature.

Blinding:

As an action, throw your cape on large or smaller creature within 5 ft of you. The target must make a Dexterity saving throw against your Stunt Save or become blinded until it's next turn. Once used, you cannot use your stunts until you retrieve your cape.

Entangle:

As a action, flip your cape around a target creature withing 5 ft of you. The target must make a Dexterity save against your Stunt DC. On a failure, allies within 15 ft of you have advantage on melee weapon attacks against the creature until your next turn.

Disarm:

On a successful melee weapon hit, you can attempt to disarm the target. The target must make a Strength saving throw against your Stunt Save. On a failure, the target drops an item it is carrying that you can see chosen by you.

Parry:

As a reaction, add your proficiency bonus to your AC against one attack you can see.

Goad:

As a bonus action, flourish your cape like a matador. One target you can see within 10 ft must make a Wisdom save against your Stunt DC. On a failure, it is compelled to attack you. Until your next turn, any attack it makes against another target is made at disadvantage. This effect is ended if you move more than 15 ft from the target.

Trip:

As a bonus action, attempt to trip a large or smaller creature you can see within 5 ft of you. The target must make a Dexterity saving throw against your Stunt DC or be knocked prone.

Riposte:

When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.

Glide:

As a reaction to falling, you extend your cape slowing the rate of your fall. You can the effects of the Feather Fall spell until the end of your turn.

Suave:

As an action, you can use your cape to gain advantage on a Persuasion attempt.

Intimidate:

As an action, you can use your cape to gain advantage on an Intimidation attempt.

 

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