Eşkiya (5e Subclass)

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Eşkıya[edit]

Highwayman.jpg
A highwayman gettin' that paper.

A Highwayman is typically a roadside robber who ambushes travelers in the 1800s on horseback. This sort of lifestyle involves a great deal of patience and negotiations. A rogue willing to partake in this kind on banditry does not necessarily need the use of a horse to do it so but it is thematically correct and the use of mounts is a true status symbol that separates the highwayman from a common bandit.

Highway Horsemanship

At 3rd level, you gain proficiency in the Animal Handling skill. In addition, while you are mounted and aren’t incapacitated, you gain the following benefits:

  • You can mount or dismount spending 5 feet of movement, instead of half.
  • You have Advantage on any ability checks made to control or maneuver a mount.
  • Your mount benefits from any action taken using the Cunning Action feature you use.


Firearm Mastery

At 3rd level, you gain proficiency with firearms and you get trick shots.

Trick Shots. You learn one trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 9th, 13th and 17th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your proficiency bonus. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.


Barrage

At 9th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Dearest Friend

At 13th level, you are able to cast phantom steed at will without using any spell slots. Instead of riding horse you get warhorse.

Making an Example

At 17th level, whenever you score a critical hit, the two nearest enemies that can see you within 60 feet must make a wisdom saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, they are frightened of you for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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