Rogue, Alternative Variant (5e Class)
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Rogue, Alternative Variant
Welcome to the universe where every class is alternative. Each class has alternative features and ability to mimic its switched counterpart. Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Wizards study the powerful meta magic while sorcerers specialize in a school of magic. Fighters are dirty fighters and rogues are master of the blade. Druids are charming meanwhile Bards are protector of nature. Artificers uncover the mysteries of nature and rangers study technology to improve themselves. Paladins learn the art of blood letting. Blood hunters gain divine powers.
Rogue, Alternative variant are not bunch of unfortunate souls that survived poor neighborhoods. Rogues in this opposite world are elite fighters. They use a mix of training, dirty tricks, and a bit of luck to defeat any foe. Like any survivors, they choose their fights carefully. When things get rough, rogues flee from battle to fight another day.
Creating a Rogue, Alternative Variant
As you build your rogue, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
- Quick Build
You can make a Rogue, Alternative Variant quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Solder background. Third, choose <!-elaborate on equipment choices->
As a rogue, Alternative variant you gain the following class features.
- Hit Points
Hit Dice: 1d8 per rogue, Alternative variant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per rogue, Alternative variant level after 1st
Armor: All armor, shields
Weapons: Simple weapons, Greatsword, longswords, rapiers, shortswords
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) a greatsword
- (a) a shortbow and quiver of 20 arrows or (b) a shield
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- (a) Leather armor and two daggers or (b) chain mail
|1st||+2||Second Wind, Strong Blow||1d6|
|4th||+2||Ability Score Improvement||2d6|
|8th||+3||Ability Score Improvement||4d6|
|9th||+4||Martial Archetype feature||5d6|
|10th||+4||Ability Score Improvement||5d6|
|12th||+4||Ability Score Improvement||6d6|
|13th||+5||Martial Archetype feature||7d6|
|16th||+5||Ability Score Improvement||8d6|
|17th||+6||Martial Archetype feature||9d6|
|19th||+6||Ability Score Improvement||10d6|
|20th||+6||Martial Archetype feature, Stroke of Luck||10d6|
At 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your rouge, Alternative variation level. Once you use this feature, you must finish a short or long rest before you can use it again.
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must rolled with Strength.
The amount of the extra damage increases as you gain levels in this class, as shown in the Strong Blow column of the Rogue, Alternative Variant table.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 9th, 13th, 17th, and 20th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
- Fighter subclasses
Rogue, Alternative Variant's subclasses are exactly the same as normal Fighter subclasses except the following;
Fighter's subclass 7th level ability is moved up to 9th level ability. Fighter's subclass 10th level ability is moved up to 13th level ability. Fighter's subclass 15th level ability is moved up to 17th level ability. Fighter's subclass 18th level ability is moved up to 20th level ability.
You may not multiclass into or out to any class with Martial Archetypes (like Fighter).
Prerequisites. To qualify for multiclassing into the Rogue, Alternative Variant class, you must meet these prerequisites: 13 Strength
Proficiencies. When you multiclass into the Rogue, Alternative Variant class, you gain the following proficiencies: light armor, medium armor, shield, and simplest weapon