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View Full Version : D&D 5e/Next Rebel Leader - a rogue archetype built for teamwork



xyianth
2015-04-02, 01:26 AM
One of the aspects of 4e that I enjoyed was the concept of non-magic leader roles. I was sad to see that concept missing from 5e. I decided to create a rogue archetype to fit the bill. As always, comments and criticism are equally welcome.

Rebel Leader
These rogues are natural leaders. You can often find them heading a resistance movement or leading a small strike team on a reconnaissance mission deep into enemy territory.


Leadership Tactics
At 3rd level, you gain a pool of influence points equal to half your class level. (round up) This pool represents your ability to influence your allies. You also learn any 3 tactical maneuvers of your choice. You can use these maneuvers by spending influence points. You regain all expended influence points after a short or long rest. As you gain levels in this class, you learn additional tactical maneuvers at 6th, 9th, 12th, 15th, and 18th level. Any time you gain a level in this class, you can swap any known tactical maneuver for another of your choice.

From the Fallen
At 9th level, you learn to react swiftly to bad situations. Whenever an ally falls unconscious or dies, you can spend your reaction to take any available bonus action of your choice.

Sustained Leadership
At 13th level, you gain an increased ability to influence your allies throughout the course of the day. Whenever you roll initiative, you can regain a number of influence points equal to your Charisma modifier. (minimum 1) These regained points cannot exceed your maximum allotment.

We Rise
At 17th level, you and your allies have learned the secret to turning bad situations around. Whenever you use your From the Fallen ability, you and all allies can each take an additional turn after you complete your bonus action. This extra turn allows each ally a full set of actions just as a normal turn would. Once you use this ability, you can not do so again until you finish a long rest.


Tactical Maneuvers
Tactical maneuvers are special abilities that Rebel Leaders can use to influence their allies. Rebel Leader Rogues learn 3 tactical maneuvers at 3rd level. They learn an additional tactical maneuver at 6th, 9th, 12th, 15th, and 18th levels in this class. Any time they gain a level in this class, they can swap a known tactical maneuver for any other tactical maneuver of your choice.


Witty Retort (costs 0 influence points)
As a reaction whenever an enemy makes an attack against you, you can make a witty retort and regain 1 influence point.

Repartee (costs 0 influence points)
On any round in which you make a weapon attack against an enemy, you can spend a bonus action to verbally joust with your target and regain 1 influence point.

Stylistic Flourish (costs 0 influence points)
Whenever you would hit with a sneak attack, you can choose to trade 2d6 sneak attack dice to instead regain 1 influence point. For each additional 2d6 sneak attack dice you trade, you gain an additional influence point.

Rally (costs 1 influence point)
As a bonus action, you can boost the resolve of an ally. That ally gains a number of temporary hitpoints equal to your Charisma modifier multiplied by the number of influence points spent.

Flanking Maneuver (costs 1 influence point)
As an action, you can make a weapon attack against a target of your choice. An ally can additionally spend their reaction to move 10'. The target of your attack can not make reactions as a result of this movement. For each additional influence point you spend, you can affect an additional ally. This maneuver counts as having taken the Attack action for the purpose of interacting with other feats and abilities.

Inspire Confidence (costs 1 influence point)
As a bonus action, you boost the confidence of an ally for a number of rounds equal to your Charisma modifier. Whenever that ally makes an attack roll, ability check, or saving throw, that ally can roll a d4 and add the number rolled to the result. For each additional influence point you spend, you can affect an additional ally.

Watch Out (costs 1 influence point)
As a reaction whenever an ally is attacked, you can boost that ally's AC against the next attack by your Charisma modifier. For every additional influence point you spend, you can grant that bonus AC against an additional attack.

Heartfelt Blows (costs 1 influence point)
As an action, you can make a weapon attack against a target of your choice. You gain a bonus on the damage of this attack equal to your Charisma modifier. You also boost the damage of an ally's next attack by your Charisma modifier. For every additional influence point you spend, you can affect an additional ally. This maneuver counts as having taken the Attack action for the purpose of interacting with other feats and abilities.

Make Haste (costs 1 influence point)
As a bonus action, you boost an ally's movement speed by 30' for 1 round. For every additional influence point you spend, you can affect an additional ally.

Regroup (costs 2 influence points)
As a bonus action, you take the Dash action and you grant an ally the ability to take the Dash action as a reaction. For every additional 2 influence points you spend, you can affect an additional ally.

Rouse the Troops (costs 2 influence points)
As a bonus action, you grant each ally the ability to act either on your initiative count or their own. Regardless of which they choose, they can only take 1 turn per round as normal.

Shake It Off (costs 2 influence points)
As a bonus action, you can grant an ally the ability to make an additional save attempt against any condition or effect that a save can end as a reaction. The ally makes this new save with a bonus equal to your Charisma modifier. For every additional 2 influence points you spend, you can affect an additional ally.

Forced Opportunity (costs 2 influence points)
As an action, you can make a weapon attack against a target of your choice. An ally can additionally make an opportunity attack against that same target as a reaction. For every additional 2 influence points you spend, you can affect an additional ally. This maneuver counts as having taken the Attack action for the purpose of interacting with other feats and abilities.

Never Give In (costs 3 influence points)
As a bonus action, you can grant an ally the ability to spend 1 HD as a reaction to regain hitpoints. The ally gains a bonus to the restored hitpoints equal to your Charisma modifier. For every additional 3 influence points you spend, you can affect an additional ally.

Coordinated Assault (costs 5 influence points)
As an action, you can make a weapon attack against a target of your choice. An ally can additionally take any 1 action of their choice against that same target as a reaction. This maneuver counts as having taken the Attack action for the purpose of interacting with other feats and abilities.