Front Runner (5e Subclass)

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Front Runner[edit]

Rogue Subclass

The greatest leaders are at the front of the battle with their allies. These frontline Rogues are perfect examples of that. Devising clever strategies and creating openings for others to swoop in and finish the fight. Confident, wise, and clever, Front Runners are great commanders and brilliant leaders.

One Force, One Mind

When you choose this archetype at 3rd level, you learn from your allies on the battlefield. When you finish a short or long rest, you can choose two weapons that one of your allies is proficient with, and become proficient with them yourself until you use this feature again. Alternatively, you can choose one weapon and shields, or one type of armor.

Tactical Genius

At 3rd level, you control the battlefield with special strategies called Tactics, which are fueled by your Sneak Attack.

Tactics. You learn two Tactics of your choice. You can only use one Tactic per turn. You learn an additional Tactic at 9th, 13th, and 17th level. Each time you learn a new Tactic, you can also replace one Tactic you know with a different one. All Tactics are listed at the bottom of the page. When you deal Sneak Attack damage, you can forgo a number of the dice to inflict a special effect.

Saving Throws. Some of your Tactics require your target to make a saving throw to resist the Tactic's effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus + your Dexterity modifier.

Extra Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Rally the Troops

At 9th level, you lead your allies into the heat of battle with confidence and ferocity. As an action, you can roll your Sneak Attack damage dice and use the total as a pool of Temporary Hit Points, which you can distribute to creatures within 30ft (including yourself). Any creature that gains Temporary Hits points from this ability can immediately move up to 20ft or get up from being prone. Once you use this ability, you cannot do so again until you finish a long rest.

Veteran Commander

At 13th level, your experience on the front lines has garnered wisdom. Sneak Attack damage dice you forgo for Tactics become d8's.

In addition, at the start of a round, you can use your reaction to choose a number of hostile creatures equal to your proficiency bonus and roll an Insight check, with the DC being equal to the highest CR of all chosen creatures. On a success, you learn what action each creature will take on their turn. If there is only one creature that has multiple turns, you only learn what they will do on the first turn they take that round. This ability does not allow you to predict Legendary Actions.

Martial Blitz

At 17th level, you overwhelm your enemy with a barrage of fierce attacks. As an action, you can unleash a flurry of four attacks against a single creature you can see within range of your weapon. Up to two of these attacks can trigger Sneak Attack. Once you use this ability, you cannot do so again until you finish a long rest.

Tactics[edit]

Deadly Opening

You can forgo two of your Sneak Attack damage dice to create an opening for your allies. When you do so, choose one ally within 30ft. The next attack they make against the affected creature before the start of your next turn has advantage, and they add the forgone dice to the damage if they hit.

Pocket Sand

You can forgo half of your Sneak Attack damage dice and force the affected creature to make a Dexterity saving throw. On a failure, the creature is blinded until the start of your next turn.

Sucker Punch

You can forgo two of your Sneak Attack damage dice and use your bonus action to make an unarmed strike. If you hit, you add the forgone dice to the damage and the next attack you make against that creature before the end of your next turn has advantage.

Targeted Defense

You can forgo two of your Sneak Attack damage dice and prepare for retaliation. If the affected creature makes an attack against you before the end of your next turn, you can roll the forgone dice and add the total to your AC for that attack.

Vital Attack

You can forgo all of your Sneak Attack damage dice and force the affected creature to make a Constitution saving throw. On a failure, the creature is stunned until the start of your next turn.

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