Challenger (5e Subclass)
Rogue: Challenger[edit]
Unlike other rogues, you've found that stealth isn't enough for your purposes. Instead, you focused your training on direct combat.
Adapted[edit]
Starting at 3rd level, your training has led you to become far more competent than most Rogues in combat. You gain one of the following benefits:
- You gain proficiency with martial weapons and medium armor.
- While you are wielding them, all weapons with the finesse property gain the light property, and all weapons that are not heavy gain the finesse property.
- Your AC increases by an amount equal to your Intelligence, Wisdom or Charisma modifier, whichever is greater.
- You may select two skills to gain expertise in, or gain proficiency in two new skills.
- You may choose one fighting style from the Fighter class.
Challenger[edit]
Also at 3rd level, you may challenge one creature you can see to a Duel as a bonus action. Until the end of combat, you and the creature have disadvantage on any attack rolls made against other creatures. During the Duel you receive one of the following benefits, chosen when you begin the duel:
- Your movement speed is doubled as long as you are advancing towards a targeted creature.
- Damage dice for finesse weapons increase by one step (1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d6 → 2d8 etc.).
- Once per turn, you may reduce damage taken from one attack by half. This does not require use of your Uncanny Dodge or Evasion features.
- You do not require advantage on attacks to use your sneak attack.
- The targeted creature cannot make opportunity attacks against you as a result of movement without disengaging.
The Duel ends when you or the targeted creature are reduced to 0 hit points. You may use this feature a number of times equal to your proficiency bonus, and regain this ability upon ending a short or long rest.
At 6th, 9th, and 13th levels, you can challenge 1 additional creature whenever you issue a challenge, or choose one additional duel effect.
Finisher[edit]
At 6th level, your victories may fuel your future endeavors. You may regain one use of your Challenger feature upon killing a targeted creature. If the target is reduced to 0 hit points but does not die in combat, you do not gain the benefits of this feature.
Extra Attack[edit]
Also at 9th level, you may attack twice, instead of once, when taking the attack action.
Counter-Strike[edit]
Starting at 13th level, when a creature makes an attack against you, you can counterattack as a reaction. You may make one weapon attack against the attacking creature as long as the creature is within your weapon's range. If the target is a challenged creature, you can make the attack with advantage.
One for All[edit]
At 17th level, At the start of combat (or as a bonus action on each of your turns afterwards) you may choose to expend all remaining uses of your Challenger feature to Duel all creatures within a 30 ft. radius centered on you. This radius moves with you, and lasts 10 minutes.
You gain one of the following benefits in addition to Challenger.
- Your AC increases by an additional amount equal to your Intelligence, Wisdom or Charisma modifier, whichever is greater.
- Your weapon's damage die increases by two steps.
- You may attack three times, instead of twice, when taking the attack action.
- You are immune to spells and abilities that require a Wisdom, Intelligence or Charisma saving throw from creatures you are Dueling.
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