Challenger (5e Subclass)

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Challenger[edit]

Rogue Subclass

Challengers are rogues who live for the thrill and excitement of duels, embracing the art of one-on-one combat. They are daring, tactical fighters who thrive when pitted against worthy adversaries, using their skill, speed, and precision to outwit and outfight their opponents. Whether in a formal duel or an impromptu challenge, Challengers embody the spirit of a lone warrior facing their greatest rival, standing firm in the face of danger.

Gentle Grip

Also at 3rd level, when wielding any melee weapon that lacks the heavy or two handed property, that weapon is considered a finesse weapon.

Challenge

Starting at 3rd level, as a Bonus Action, you can force one creature you can see within 30 feet to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is challenged by you for 1 minute. The challenge has the following effects:

  • The target has disadvantage on attack rolls against creatures other than you.
  • The target must make a Wisdom saving throw each time it attempts to move into a space that is more than 30 feet away from you; if it succeeds on this saving throw, the feature doesn’t restrict the target’s movement for that turn.
  • You can use your Sneak Attack against the target without requiring a nearby ally or Advantage on the attack.

The duel ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Feint

Also at 3rd level, you can use your Bonus Action granted by your cunning action to feint an attack. Make a Dexterity (Sleight of Hand) check, contested by your target's Wisdom (Perception). On a success, you have Advantage on the next attack made against that creature on this turn.

A creature who succeeds the check against your Feint is immune to its effects for the remainder of this combat.

Dueling Master

At 9th level, during the duel, whenever you or the challenged creature make a check, attack or saving throw against each other, you can use a reaction and reroll that d20.

In addition, once per duel you can force that new roll to be made with Advantage or Disadvantage.

Parrying Blade

At 13th level, you can parry with agility and grace. You can use your Uncanny Dodge reaction against your challenged opponent even if you have already expended your reaction this round, but not if you have already used your reaction this turn.

Finisher

At 17th level, you can choose to end the duel when you hit a creature with an attack (no action required). When you do so, your Sneak Attack extra damage dice is doubled for that attack.

If you reduce a creature to 0 hit points with this feature, you regain 1 use of Challenge.

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