Cutthroat (5e Subclass)

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Cutthroat[edit]

Rogue Subclass

Not every rogue plays fair. Some believe that a clean fight is a lost opportunity. These rogues—known as Cutthroats—thrive in the shadows of morality, exploiting every weakness, every hesitation, and every dirty trick to ensure their job gets done. They are hired blades, back-alley killers, and survival-driven tacticians who know that in the end, only the result matters.

Cutthroats specialize in ruthless pragmatism and decisive execution. They know how to make opponents bleed, how to finish what they start, and how to turn even failure into an opportunity for carnage.

Dirty Fighting

When you choose this archetype at 3rd level, you learn how to exploit distractions and fight as unfairly as possible. You gain the following benefits:

  • Grimy Tricks: When you hit a creature with a weapon attack that qualifies for Sneak Attack, you can forgo the bonus damage of your Sneak Attack to impose one of the following effects on the target:
  • Hamstring: The creature’s speed is halved until the end of your next turn.
  • Eye Jab: The creature has disadvantage on the next attack roll it makes before the end of its next turn.
  • Low Blow: The creature has disadvantage on Constitution saving throws until the start of your next turn.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

Opportunist’s Edge

Also at 3rd level, you are quick to act on a foe’s misstep. When a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals an extra 1d6 damage.

This damage increases to 2d6 at 13th level and 3d6 at 17th level.

Bleed Them Dry

At 9th level, your attacks leave lingering, painful wounds. Once per turn when you hit a creature with a weapon attack, you can cause it to start bleeding. The target takes 1d6 necrotic damage at the start of each of its turns for 1 minute or until it or another creature uses an action to stanch the wound.

You can affect only one creature at a time with this feature. If you use it again while a creature is still bleeding, the first creature stops bleeding.

Unfair Advantage

Starting at 13th level, you know how to make every hit count when your enemy is down. You have advantage on weapon attacks against any creature that:

  • Is grappled, prone, or restrained.;
  • Has fewer hit points than your Rogue level;
  • Or is missing half or more of its hit points and has no allies within 10 feet.

Additionally, when you deal Sneak Attack damage to a creature meeting one of the above conditions, you can reroll one of your Sneak Attack dice and use the new result.

No Loose Ends

At 17th level, you become the embodiment of deadly efficiency. When you reduce a creature to 0 hit points with a weapon attack on your turn, you can immediately use your reaction to move up to half your speed and make a single weapon attack against another creature. This attack can deal Sneak Attack damage even if you’ve already used it this turn, provided all normal conditions for Sneak Attack are met.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a long rest.


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