Cunning Rogue (5e Alternate Class Feature)

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Author: Zhenra-Khal (talk)
Date Created: 12-25-2021
Status: First Draft
Editing: Clarity edits only please
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Table: Cunning Rogue

Rogue
Level
Proficiency
Bonus
Features Cunning Points Cunning Tricks
1st +2 Sneak Attack, Cunning Expertise - -
2nd +2 Cunning Tricks, Cunning Action 2 2
3rd +2 - 3 2
4th +2 - 4 2
5th +3 - 5 3
6th +3 Cunning Expertise 6 3
7th +3 - 7 4
8th +3 - 8 4
9th +4 - 9 5
10th +4 - 10 5
11th +4 - 11 5
12th +4 - 12 6
13th +5 - 13 6
14th +5 - 14 6
15th +5 - 15 7
16th +5 - 16 7
17th +6 - 17 7
18th +6 - 18 8
19th +6 - 19 8
20th +6 - 20 8

Cunning Rogue

This is an additional feature for the Rogue class. :None  

Sneak Attack

When a Cunning Rogue lands a successful Sneak Attack, they may choose how many of their Sneak Attack dice to add to the damage of their attack; Sneak Attack dice that are used on an attack are expended. This allows them to divide their Sneak Attack up among multiple attacks, including Attacks of Opportunity. All expended Sneak Attack dice are regained at the start of your next turn. 

Cunning Expertise

Beginning at 1st level, choose two skills you are proficient with, or one skill and your proficiency with Thieves' Tools. When you make an ability check with one of the chosen proficiencies, you can double your Proficiency bonus for that check. Once you do so, you must finish a Short or Long rest, or spend one Cunning Point, before you may do so again.

At 6th level, you may select two more proficiencies to gain this benefit.

Cunning Expertise replaces the Expertise ability gained by Rogues at 1st level. 

Cunning Tricks

At 2nd level, you begin to tap into your keen mind and quick wit, represented by a pool of Cunning Points. You can use these Cunning Points to fuel your abilities. You regain all of your expended Cunning Points when you finish a Long Rest, and you regain expended Cunning Points equal to one-half of your maximum Cunning Points (Rounded up) when you finish a Short Rest.

Additionally, you learn two Cunning Tricks from the list below. You learn additional Tricks as shown in the Cunning Tricks column of the Cunning Rogue table above. Each time you gain a level in this class, you can replace one Cunning Trick you know with another Trick you meet the prerequisites for. A level prerequisite in a Cunning Trick's description refers to Rogue level, not character level.

When a Cunning Trick forces a target to make a saving throw, the DC is equal to 8 + your Proficiency Bonus + your Intelligence modifier. 

Cunning Action

Beginning at 2nd level, your nimble wit and reflexes allow you to escape situations others cannot. You can spend 1 Cunning Point to take the Dash, Disengage or Hide action as a bonus action on your turn.

Cunning Action replaces the ability of the same name gained by Rogues at 2nd level.


Tricks[edit]

Armor Piercer[edit]

When you make a successful Sneak Attack, you can spend one Cunning Point in order to use this Trick. When you do so, you may expend any number of unexpended Sneak Attack dice to use this Trick instead of using them to deal additional damage.

The target is entitled to a Constitution saving throw against your Trick save DC. On a failed save, for each Sneak Attack Dice you expend in this manner, the target's AC is reduced by 1 until the beginning of your next turn.

Assault Leader[edit]

When you attempt a Sneak Attack and miss, you can spend 1 Cunning Point to use your Reaction to select one ally within 5ft of the target you missed. They can immediately use their Reaction to make one attack of Opportunity against that target.

Befuddling Strike[edit]

When you make a successful Sneak Attack, you can spend 2 Cunning Points to use this Trick instead of dealing additional damage with your Sneak attack.

The target must make a Wisdom saving throw against your Trick save DC. On a failed save, they suffer disadvantage on attack rolls until the beginning of your next turn.

Confounding Strike[edit]

When you make a successful Sneak Attack, you can use this Trick instead of dealing additional damage with your Sneak attack.

Crippling Blow[edit]

When you make a successful Sneak Attack, you can use this Trick instead of dealing additional damage with your Sneak attack.

The target must make a Constitution saving throw against your Trick save DC. On a failed save, until the beginning of your next turn, they deal half damage with Strength-based attacks, and suffer disadvantage on Strength checks and Strength saves.

Dazing Blow[edit]

When you make a successful Sneak Attack, you can use this Trick instead of dealing additional damage with your Sneak attack.

Defensive Roll[edit]

As a reaction to taking damage from a source you can see, you can spend 1 Sacrifice Point and any number of unexpended Sneak Attack dice.

When you do so, you may roll each Sneak Attack die that you expend as part of this Trick, and subtract them from the amount of damage taken from the triggering source.

You cannot use this Trick if your speed is 0 or if you're Incapacitated.

Distracting Strike[edit]

When you make a successful Sneak Attack, you can use this Trick instead of dealing additional damage with your Sneak attack.

The target must make a Wisdom saving throw against your Trick save DC. On a failed save, other creatures gain advantage on attack rolls against the target until the beginning of your next turn.

Empowered Sneak Attack[edit]

When you deal Sneak Attack damage, you can spend 1 Cunning Point to reroll a number of the Sneak Attack dice up to your Intelligence modifier (Minimum of one). You must use the new rolls.

Fiddle[edit]

You can use your Cunning Action feature to expend 1 Cunning Point in order to take the Use An Object action as a bonus action on your turn.

Focusing Strike[edit]

When you learn this trick, choose Frightened, Charmed or Confused. You may learn this Trick up to 3 times, choosing a new status condition each time.

When you make a successful Sneak Attack while under a status condition you selected for this Trick, you can spend 2 Cunning Points to remove that condition from yourself.

Hamstring[edit]

When you make a successful Sneak Attack, you can spend one Cunning Point in order to use this Trick. When you do so, you may expend any number of unexpended Sneak Attack dice to use this Trick instead of using them to deal additional damage.

The target is entitled to a Constitution saving throw against your Trick save DC. On a failed save, their movement speeds are reduced by 5ft for every Sneak Attack dice you expended. This effect cannot reduce the target's movement speeds to less than 5ft, and lasts for one minute. The target is allowed another Constitution save at the beginning of each of their turns for the duration to end the effect on themselves.

Iron Guts[edit]

Kip Up[edit]

Minor Magic[edit]

Moderate Magic[edit]

Major Magic[edit]

Obscuring Blow[edit]

When you make a successful Sneak Attack, you can use this Trick instead of dealing additional damage with your Sneak attack.

Scrounge[edit]

You can use your Cunning Action feature to expend 1 Cunning Point in order to take the Search action as a bonus action on your turn.

Shadow Twin[edit]

Silencing Strike[edit]

When you make a successful Sneak Attack, you can use this Trick instead of dealing additional damage with your Sneak attack.

Spiderweb Strike[edit]

When you make a successful Sneak Attack, you can use this Trick instead of dealing additional damage with your Sneak attack.

Steady Aim[edit]

If you haven't moved on this turn, you can use your Cunning Action feature to spend 1 Cunning Point in order to use this Trick. When you do so, as a bonus action, you reduce your movment speed to 0 until the start of your next turn; Doing so gives you Advantage on the next attack roll you make before the end of your current turn.

Shadow's Veil[edit]

You can use your Cunning Action feature to spend 3 Cunning Points in order to use this Trick. When you do so, as a Bonus Action, you become Invisible until the start of your next turn.

You can use this Trick a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.

Without A Trace[edit]


Back to Main Page5eCharacter OptionsAlternate Class Features

AuthorZhenra-Khal +
ClassRogue +
Identifier5e Alternate Class Feature +
Level{{{level}}} +
PrerequisitesNone +
RatingUndiscussed +
SummaryLessening a little of Rogue's insanity, while giving them a little bit of a buff in flexibility. +
TitleCunning Rogue +