Daredevil (5e Subclass)
Daredevil[edit]
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"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.
- Heightened Reflexes: You have advantage on initiative rolls.
- 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 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). At level 13, the target is stunned instead of dazed on a failure.
- 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.
At the start of your turn, you can choose to expend your reaction (no action required). Until the start of your next turn:
- Whenever you move out of an enemy’s reach, you may make a melee attack against them before leaving their range.
- A creature can only be targeted by this attack once per round.
You cannot be targeted by opportunity attacks. Steady Aim no longer requires you to stay in place.
Level 13: Flowing Motion[edit]
Your combat rhythm allows you to evade and counterattack in a seamless dance of movement and strikes.
- Chain Vault: 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.
- Perpetual Motion: If you move at least 15 feet, your next attack deals +1d6 damage per 3 rogue levels as extra damage.
- Dodge Roll: If you take the Dodge action and a creature misses you with a melee attack you may immediately move backward up to half your movement speed without provoking opportunity attacks.
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.
- Limitless Motion: Vault Strike no longer requires Dash to activate.
- Flow State: If you move at least 35 feet on your turn, you gain the effects of the Dodge action until the start of your next turn.
- Defy Death: If an attack would reduce you to 0 hit points, you can use your reaction to instead halve the damage taken and immediately move up to your full movement speed without provoking opportunity attacks. Once you use this feature, you must finish a long rest to use it again.
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