Coward (5e Subclass)
Coward Archetype[edit]
Rogue Subclass
Not all those who skulk in the shadows do it out of necessity or violence, some do it for a fear of what's in the light. The clashing of blades, the swirling of sorcery, and the thrill of combat is not a universal source of enjoyment, and this is no more evident than with the coward. The coward hides in the dark out of a fear of violence, and runs from danger at any given opportunity. But, in moments of hardiness, they can harness that fear to lie in wait to deal devastating blows.
- Adrenaline
At 3rd level, when a brawl begins your blood turns quick and cold. When you roll for initiative, you may expend your reaction to move up to your maximum amount of movement and then take the hide action.
Additionally, when you roll for initiative, make a Wisdom saving throw (DC equal to 10 + the amount of hostile creatures that have also rolled for initiative). If you fail, you are frightened of each creature hostile to you in the initiative order for 1d4 minutes. When you are frightened in this way, you can still move towards the creatures you are frightened of, and attack rolls you make against those creatures are not made with disadvantage.
If you do not fail the Wisdom saving throw, you may choose to reattempt the saving throw each time a creature you can see or hear within 60 feet of you is successfully hit by an attack roll or makes an attack roll.
- Moment of Cowardice
At 9th level, you are consistently frightened by any act of violence even somewhat gesticulated towards you. Whenever a creature you can see or hear within 60 feet of you is successfully hit by an attack roll or makes an attack roll, you can expend your reaction to move up to your maximum amount of movement, so long as it is away from the creature. You may use this ability an amount of times equal to your Dexterity modifier, after which you must complete a short rest in order to do so again.
Additionally, you are vulnerable to the frightened Condition.
- Angrophobia
At 13th level, although you are frightened of confrontation and violence, you cannot deny the lightning it runs through your veins. Whenever you are frightened, your movement speed doubles, and you make the hide action with advantage.
Additionally, when you are frightened and take the attack action, you may choose to end the frightened condition and deal four additional dice of damage for your sneak attack damage. You may use this ability once, after which you must complete a long rest in order to do so again.
- Vanish
At 17th level, you know how to slip out of situations you'd really rather not be in. Whenever in combat, you may take the disengage action as a free action, and when you do so you may, as a part of that same action, move up to half of your movement speed. You may use this ability an amount of times equal to your Dexterity modifier, after which you must complete a short rest in order to do so again.
Additionally, when you are frightened, you may choose to end the frightened condition and take the hide action. This taking of the hide action is made with advantage, requires no cover or obscurity, and is made with a +5 bonus to the accompanying stealth check. You may use this ability once, after which you must complete a long rest in order to do so again.
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