Faceblaster (5e Subclass)

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Faceblaster[edit]

Rogue Subclass

Fool, do you think your honor will save you in the face of the adversary? Do you think, that when you face him on level ground, when Laririss'toto comes forth with his fiery darts, with his mighty winds, yea, his shafts in the whirlwind, yea, when all his hail and his mighty storm shall beat upon you, do you think that you will be spared because you imagine yourself morally superior to the common drop bear? I say unto you, he shall rend you apart like the heads of a hydra fighting over an Elektrostega, yea, he shall rend all of us apart and devour our flesh, the Inhuman that he is, and we will all perish in the gullet of the monster who dares to have once been our brother, unless we give ourself every advantage that we can, until the battle has already been won the moment one of the Inhuman's beasts has been conceived.


—Xuuloval'valoma the Mastermind, Shal'bos't'ren'd 13:50-53

"Honor among thieves," what a joke. It's all fine to have loyalty or to carry yourself with some sort of morals, but when it comes to combat, all of that goes out the window. You're a rogue because you can't beat your average warrior, or magic-user on a level playing field, and to try to fight someone on equal ground just for the sake of being "honorable" is the worst tactical decision you could ever make. When combat begins, you'll use any tactic necessary, no matter how dirty, dishonorable, or downright mean it is to take on foes far above your weight class. You may be giving rogues a bad name with your backstabbing, flanking, and hitting the injured when they're down, but to you, it's far more shameful to lose when you easily could have won than to use cheap shots to achieve that victory. The term faceblaster comes from the Drop Bear language, the culture which produces the most faceblaster rogues by far. The drop bears consider themselves the ultimate victims, being prey in a forest dominated by predators, and that coupled with their complete dismissal of any sort of respect for their enemies produces the attitude necessary to become a perfect faceblaster.

Pocket Sand[edit]

At 3rd level, you can attack your opponent's vulnerabilities to get the upper hand. When you miss a creature within 5 feet of you with an attack that would have used your sneak attack, you can make a ranged attack roll against it as part of the same action. If you hit with the attack, the creature is blinded until the start of its next turn.

Manufactured Hazards[edit]

When you choose this archetype at 3rd level, you become a master of the use of underhanded tactics. You can use your cunning action to spread a bag of ball bearings or caltrops, and when you do so, you can cover twice the area with ball bearings or caltrops. Additionally, creatures have disadvantage to avoid the effects of ball bearings or caltrops spread by you, and they still need to make a saving throw even if they move through the affected area at half their speed.

You and all friendly creatures are also unaffected by ball bearings or caltrops you spread.

Pincer Maneuver[edit]

Starting at 9th level, you can move an additional 30 feet on your turn if you are within 30 feet of a hostile creature and you move without getting closer to it or getting further away from it (i.e., moving in an arc around an enemy creature). This additional movement doesn't provoke opportunity attacks.

Kick Them While They're Down[edit]

Beginning at 13th level, you've mastered the art of hurting damaged creatures. When you make an attack against a creature and you would have advantage on the attack roll due to two or more effects or conditions, the attack automatically succeeds, and it is a critical hit.

Strength in Weakness[edit]

Once you reach 17th level, you begin to gain advantage in combat because of your disadvantage, rather than despite it. While you are at or below one quarter of your maximum hit points, you can use your sneak attack feature on any attack roll you make, even if you don't have advantage on the attack roll and you have no allies within 5 feet of the target that aren't incapacitated. You can still only use the feature once per round.


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