Ambusher (5e Subclass)

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Ambusher[edit]

Rogue Archetype

Those who excel at sneaking and hiding know that an unseen attack can be devastating. The Ambusher knows this and trains to make that first hit crippling.

Ambushers are rogues who specialize in awaiting an opportune moment to jump on their opponents, with a dagger on their throat. They are assassins who is adept at swift attacks and silent killings. The roll of an Ambusher can be either a scout or a secondary combatant. He excels at the one hit wonder, but might require some aid in combat should he fail to drop his target on the first hit. Due to this fact, most Ambushers have enough sense when to and when not to strike, preferring to wait for the right moment. Ambushers see Assassins as rivals and friends. Sometimes, they are part of the same guild. Other times, they are rivals, fighting for the same job.

Stealth

At 3rd level, you are a master of stealth. You have proficiency in Stealth checks, and add twice your proficiency bonus in checks with it.

Unfettered Defense

Also at 3rd level, you can add your Intelligence modifier, instead of your Dexterity, to your AC when wearing light armor.

In addition, while unarmored and not wielding a weapon that have the heavy or two-handed property and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Ambush

Starting at 3rd level, you can take your opponents by surprise with deadly strikes. When you have advantage on an attack roll against a creature that can't see you due to you being Hidden, you can attempt an ambush at it. If you do so, that attack is a critical.

You can use your Ambush a number of times equal to your proficiency bonus, and regain your uses when you complete a long rest.

Improved Stealth

Starting at 9th level, while wearing light or no armor, and not wielding a shield, heavy or two-handed weapon, you can take the Hide action even when in plain sight, as long as you start your turn within 10 feet of an area of darkness or an object, structure or creature that can provide any cover.

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Perfect Ambush

At 17th level, you become a master of ambushes. When you perform an Ambush against a creature, the target must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, you double the damage against the target.

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