Dralnu
2017-02-27, 04:57 PM
Basically the Rogue's version of Battlemaster, a subclass I love playing and seeing played. I'm trying to make it feel distinctly Rogueish by making "dirtier" maneuvers like bleeds/blinds/stuns, and also by pushing the dagger-throwing Rogue trope which I felt could use a little boost in 5e.
"Master Thrower" is there because thrown daggers are counted as melee weapons even when thrown which means you can't get full value out of feats like Sharpshooter and other multiclass abilities which is a silly and unnecessary restriction.
This is just my first draft. I'd love input balancing it, but also coming up with flavorful maneuvers and class abilities.
Roguish Archetype: Master of Daggers
Daggers are a great companion to any rogue: light, unobtrusive, and easily concealed, they are the perfect tool for many adventures, from exploring a dungeon to sneakily assassinating a target. Some rogues elevate their skill with their trusty weapon further, following the path of the invisible blade. Their training and techniques with daggers make them ust as lethal as any well-armed fighter.
Combat Superiority
When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority dice is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority dice at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your strength or Dexterity modifier (your choice)
Master Thrower
Starting at 3rd level, your thrown dagger attacks qualify as both melee and ranged weapons for the purposes of abilities and feats.
Something Utility
At 3rd level, you also get something else, which has use outside of purely combat scenarios. It could be two proficiencies or something more interesting. Please tell me your ideas.
Something Combat/Utility
Starting at 9th level, you get something else, which may or may not have combat applications. Please tell me your ideas.
Something Combat/Utility
At 13rd level, you get something else, which may or may not have combat applications. Please tell me your ideas.
Something Big + Combat
At 17th level, you get a sweet rogue capstone. Please tell me your ideas.
Maneuvers
The maneuvers are presented in alphabetical order.
Blinding Strike. When you hit a creature with a dagger, you can expend one superiority die to attempt to blind the target. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Bleeding Strike. When you hit a creature with a dagger attack, you can expend one superiority die to add it to the damage roll. If the target is a creature other than an undead or a construct, it must succeed on a Constitution save throw or lose hit points equal to your superiority die at the start of each of its turns. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Disarming Attack. When you hit a creature with a dagger, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Disorienting Attack. When you damage a creature with a dagger attack, you can expend on superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
Distracting Strike. When you hit a creature with a dagger, you can expend one superiority die to distract the creature, givie your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Goading Attack. When you hit a creature with a dagger attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Kidney Shot. When you hit a creature with a dagger attack, you can expend two superiority dice to attempt to stun the creature. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Pinning Shot. When you hit a creature that is adjacent to a solid surface with a ranged dagger attack, you may expend one superiority die to attempt to pin the creature down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target’s speed is reduced to 0 until the end of your next turn.
Precision Attack. When you make a dagger attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Ricochet Shot. When you hit a creature with a ranged dagger attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee dagger attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
"Master Thrower" is there because thrown daggers are counted as melee weapons even when thrown which means you can't get full value out of feats like Sharpshooter and other multiclass abilities which is a silly and unnecessary restriction.
This is just my first draft. I'd love input balancing it, but also coming up with flavorful maneuvers and class abilities.
Roguish Archetype: Master of Daggers
Daggers are a great companion to any rogue: light, unobtrusive, and easily concealed, they are the perfect tool for many adventures, from exploring a dungeon to sneakily assassinating a target. Some rogues elevate their skill with their trusty weapon further, following the path of the invisible blade. Their training and techniques with daggers make them ust as lethal as any well-armed fighter.
Combat Superiority
When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority dice is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority dice at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your strength or Dexterity modifier (your choice)
Master Thrower
Starting at 3rd level, your thrown dagger attacks qualify as both melee and ranged weapons for the purposes of abilities and feats.
Something Utility
At 3rd level, you also get something else, which has use outside of purely combat scenarios. It could be two proficiencies or something more interesting. Please tell me your ideas.
Something Combat/Utility
Starting at 9th level, you get something else, which may or may not have combat applications. Please tell me your ideas.
Something Combat/Utility
At 13rd level, you get something else, which may or may not have combat applications. Please tell me your ideas.
Something Big + Combat
At 17th level, you get a sweet rogue capstone. Please tell me your ideas.
Maneuvers
The maneuvers are presented in alphabetical order.
Blinding Strike. When you hit a creature with a dagger, you can expend one superiority die to attempt to blind the target. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Bleeding Strike. When you hit a creature with a dagger attack, you can expend one superiority die to add it to the damage roll. If the target is a creature other than an undead or a construct, it must succeed on a Constitution save throw or lose hit points equal to your superiority die at the start of each of its turns. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Disarming Attack. When you hit a creature with a dagger, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Disorienting Attack. When you damage a creature with a dagger attack, you can expend on superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
Distracting Strike. When you hit a creature with a dagger, you can expend one superiority die to distract the creature, givie your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Goading Attack. When you hit a creature with a dagger attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Kidney Shot. When you hit a creature with a dagger attack, you can expend two superiority dice to attempt to stun the creature. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Pinning Shot. When you hit a creature that is adjacent to a solid surface with a ranged dagger attack, you may expend one superiority die to attempt to pin the creature down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target’s speed is reduced to 0 until the end of your next turn.
Precision Attack. When you make a dagger attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Ricochet Shot. When you hit a creature with a ranged dagger attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee dagger attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.