Striker (5e Subclass)
Striker[edit]
Roguish Archetype
Unlike other rogues, you have found stealth to be quite lacking for your purposes. Instead, you focused your training towards exposing your opponent's weak point and striking at the right time. Your focus is to dodge anything your opponents can throw at you and strike them in the moments when they cannot react.
- Feint
At 3rd level, you can use your Cunning Action to make Dexterity (Sleight of Hand) checks. In addition, you can attempt to feint, opening your target to attacks. Make a Dexterity (Sleight of Hand) contested by the target's Wisdom (Insight) or (Perception). On a success, your next attack made until the end of this turn is made at Advantage.
You can attempt to feint without using a Bonus Action. If you do so, your sneak attack damage dice is reduced by 2d6 until the start of your next turn.
- Quick Strikes
At 9th level, once per turn, when you take the Attack action and make an attack with a finesse or ranged weapon, you can make one additional attack with that weapon without taking an action.
If you use Sneak Attack in the turn you use Quick Strikes, your sneak attack damage dice is reduced by -3d6.
- Charge Strike
At 13th level, you can rush towards your enemy, making a powerful rush strike. If you take the Dash action and move at least 20 feet before making an attack, you benefit from your Sneak Attack damage on a hit.
In addition, if you hit the target and still have movement left, you can Disengage from that target without using an action.
- Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
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