Daredevil (5e Subclass)

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Daredevil[edit]

600px-Spec_image_Daredevil.jpg
"Try keepin' up with this!"

The daredevil is a master of maneuverability and mobility. Gaining an additional endurance bar and the ability to customize their dodge roll, the daredevil has the tools to become a melee whirlwind of destruction.

— In-game description

Rogue Subclass

Daredevils are rogues who blend acrobatic prowess with devastating strikes, using the environment to their advantage. They fight with speed, creativity, and precise footwork, bouncing off walls, allies, and enemies alike. Whether wielding a staff or improvising a battlefield, a Daredevil is never where their enemies expect them to be.

Level 3: Unrivaled Agility[edit]

Your training has turned you into a master of movement and battlefield awareness. You gain the following benefits:

  • Finesse Staves: You gain proficiency with quarterstaffs, spears, and similar polearm-like weapons, and they gain the finesse property for you.
  • Momentum Runner: Your movement speed increases by 10 feet. You also gain a climbing speed equal to your walking speed.

Level 3: Vault Strike[edit]

Your movement fuels your combat style, allowing you to ricochet off the battlefield for deadly attacks.

If you use Dash and have at least 5 feet of movement left, you can make an Acrobatics check (DC 15) to vault off a wall, ledge, ally, or protruding object or a contested Acrobatics check if vaulting off an enemy.

  • On a success, you may jump up to half your movement speed. You can land on an enemy's space or any valid landing point.
  • If you land on an enemy you make an attack, you gain advantage on your attack roll. If you hit, the target makes a Constitution saving throw (DC = 8 + your Dexterity modifier + proficiency bonus) or is dazed (disadvantage on attacks until the start of your next turn).
  • When you land on an enemy you are moved 5 feet to the nearest unoccupied space.
  • You do not provoke opportunity attacks during this movement.
  • You can choose to land where you jumped from instead.
  • On a failure, you remain in your original position, but your Dash continues.

Level 9: Evasive Opportunist[edit]

Your combat style allows you to weave through enemies effortlessly, striking as you slip past them.

If a creature misses you with a melee attack, you may immediately move 10 feet without provoking opportunity attacks.

  • Counterstrike: Alternatively, you can use your reaction to make one melee attack against the attacker.
  • Risky Theft: Alternatively, if a creature misses you with a melee attack, you can use your reaction to intentionally let the attack hit you, even if it would have missed. If you do, you may attempt a contested Sleight of Hand check against the attacker.
    • If you win by 1 or more → You steal one random item from their inventory.
    • If you win by 5 or more → You pick one item from their inventory.
    • If you win by 10 or more → You steal a random equipped item (weapon, armor piece, etc.).
    • If you win by more than 15 → You choose one equipped item to steal.

High-Risk Gambit: You may choose to be critically hit instead of a normal hit to increase the theft by +5 potentially increasing it by one tier (e.g., from random inventory item → pick an inventory item, or from picking an item → steal an equipped item, etc.).

Level 13: Flowing Motion[edit]

Untouchable Step: While moving at full speed (your maximum movement on a turn), you can move across liquids, vertical surfaces, and unstable terrain as if they were solid ground, as long as you end your movement on a stable surface. Additionally, you can determine your jump distance using your Dexterity rather than your Strength.

Exit, Stage Left: When you fail a Persuasion, Deception, or Intimidation check, you can instantly disengage from the conversation by using a dramatic flourish—be it a backflip, combat roll, or sudden sprint. The target is so bewildered by your sudden exit that they cannot pursue or restart the conversation for 1 minute. Once you use this ability, you cannot do so again until you finish a short or long rest.

Level 17: Grandmaster Acrobat[edit]

Your mastery of movement and combat reaches supernatural levels, allowing you to chain movements endlessly and evade death with style.

If you successfully hit with Vault Strike, you may immediately Vault again (without using Dash) as part of the same action. This allows you to jump to another enemy or reposition, though you can’t land on the same enemy twice per turn for a chain of Vault Strike. You can only use this feature once per turn.

If you move at least 15 feet, your next attack deals +1d6 damage per 3 rogue levels as extra damage.


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