Dodgemaster (5e Subclass)

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Dodgemaster[edit]

Rogue Subclass

Among rogues, there are some who dedicate themselves to avoiding every attack directed at them. Their speed and reaction times have become so refined that they leave afterimages in their wake, confounding enemies who believe that their attacks hit their mark.

Afterimage

Whenever a feature of this class refers to your afterimage, it is an illusion like the one created by the Silent Image spell, with the following restrictions: the appearance of the image is that of yourself exactly as you appeared when you created it, and its appearance cannot change; you are not able to move the image once it is placed; any attack, spell, or damaging effect that hits the image causes it to disappear before damage is dealt; if the image is still present at the start of your turn, it disappears; the afterimage is not magical, and cannot be detected or dispelled by effects that specifically react to or target magic. If an afterimage is specifically targeted with an attack or spell, it is considered to have an AC of 10, and it cannot make or succeed saving throws of any kind.

Bonus Proficiency

You gain proficiency in the Acrobatics skill. If you are already proficient in that skill, double your proficiency bonus for any ability check you make with that skill.

Flicker

Starting at 3rd level, when you take the Dodge action, you create an Afterimage in your space. Until the start of your next turn, so long as you do not move from the space with your afterimage, the first attack that would hit you has a 50% chance to hit the afterimage instead, leaving you unharmed. The illusion disappears if you are hit or move out of its space.

Uncanny Agility

Starting at 9th level, you suffer no movement penalties from difficult terrain, and as part of your Dodge action, you can move up to 10 feet without provoking opportunity attacks.
Additionally, you can use your Dexterity, instead of Strength, when calculating the distance and height you can jump.

Volatile Image

Starting at 13th level, choose a damage type from acid, cold, fire, or lightning. When one of your Afterimages is hit by an attack or spell, you may cause the afterimage to explode, dealing your Sneak Attack damage of the chosen damage type to all creatures within 5 feet of the afterimage. You are immune to damage from this feature. You may use this feature a number of times equal to your Dexterity modifier, and regain all expended uses and can change the damage type upon completing a long rest.

Path of Shadows

Starting at 17th level, your familiarity with your afterimages grants you advantage on ability checks to recognize illusions for what they are. Additionally, when you move or take the Dash action, you may leave an Afterimage in the space you started your movement in. You are considered invisible until you attack or cast a spell or the afterimage expires. You may use this feature in this way twice, and expended uses are restored upon a long rest.

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