Homebrew: Skill Focused Roguish Archetype


4th Edition


Roguish Archetype: Ace
Not everyone gets by on skill and guile alone, there is a healthy amount of luck required to be an adventurer. An ace has somehow gotten more than their fare share, and are able to influence their already impressive skills further with a little twist of fate.

Skill Superiority
When you choose this archetype at 3rd level, you learn advantages that are fueled by special dice called superiority dice.
Advantages. You learn three advantages of your choice, which are detailed under "Advantages" below. Many advantages enhance an ability check in some way. You can use only one advantage per round.
You learn two additional advantages of your choice at 9th, 13th, and 17th level. Each time you learn new advantages, you can also replace one advantage you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 9th level and one more at 17th level.
Using Superiority Dice. You can expend a superiority dice to add it to an ability check.

Swallowed Pride
At 3rd level, whenever you roll a 1 on an ability check you regain 1 superiority die.

Explosive action
At 9th level, whenever you roll the maximum result on a sneak attack or superiority die you can roll another die of the same type and add it to the result. Only one additional die may be added to a single roll. You can add one additional die to the roll at 19th level.

Improved Skill Superiority
At 13th level, your superiority dice turn into d10s. At 17th level, they turn into d12s.

Relentless
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Advantages
The advantages are presented in alphabetical order.
Beginner’s Luck. When you attempt a check with gaming set or a Dexterity (Sleight of Hand) check, you can expend one superiority die and add it to the roll. Roll the superiority die again, and subtract it from the opposed check or DC of the subject.
Eidetic Memory. When making an Intelligence check to recall lore you might know, you can expend one superiority die and add it to the roll to treat a roll of 9 or under as rolling a 10.
Endurance. By expending a superiority die, you can ignore half the rolled value of the die levels of exhaustion until you finish a long rest.
Flouette. When you take the attack action to shove a creature, you can expend one superiority die and use a Charisma check and add the superiority die and your proficiency bonus to the roll instead of rolling Strength (Athletics). You may also use this ability to perform a small feat of Dexterity or Strength, such as pulling a tablecloth from a table and leaving the dishes in place.
Honeyed Words. By expending one superiority die, you can deceive or persuade a number of creatures equal to the die roll without making a check. If seeking an audience with an influential creature, you can expend one superiority die to find out how.
Incite. By expending one superiority die, you can draw the attention of any creature who can see and hear you in a boorish display for as many minutes as the result rolled on the die. You cannot perform any other action, but any creature attempting any draw the attention of the crowd has disadvantage on their ability checks and any creature trying to avoid the attention of the crowd has advantage on their ability checks. This effect ends immediately if anything harmful happens to a creature watching your display.
Just a Rat. When you fail a Dexterity (Stealth) check, you can expend one superiority die to reroll the Dexterity (Stealth) check with disadvantage add the superiority die to the roll.
Medicate. By expending one superiority die you can drink or administer a potion as if interacting with an object during your movement or action.
Monster Whisperer. When you attempt a Wisdom (Handle Animal) check, you can expend one superiority die and add it to the roll to attempt the check on any creature with an Intelligence score of 7 or less contested with a Charisma saving throw. If you succeed on the check, the creature refuses to attack you unless coerced or attacked by you.
Paranoia. You can expend one superiority die to use the bonus action granted by your Cunning Action as a reaction. If you are surprised, you can expend a die this way when you roll initiative to no longer be surprised at the start of the encounter.
Parkour. When you move across any obstacle requiring a Strength (Athletics) or Dexterity (Acrobatics) check, you can do so without a decreasing your speed so long as you end one round worth of movement on stable terrain. You can expend one superiority die to ignore difficult terrain for as many rounds as rolled on the die.
Rodeo Grip. When you take the attack action to attempt a grapple, you can expend one superiority die to add it to the roll and ignore size restrictions for the check. If the subject is larger than you, you gain the grappled condition instead of the subject as you climb onto their back. The subject’s speed is halved, and all checks made by the subject against you have disadvantage while all checks you make against the subject have advantage. If the subject is your size or smaller, you gain the grappled condition and the subject gains the restrained condition.
Sleuth. You may make Intelligence (Investigation) and Wisdom (Perception) checks with either ability check. You can expend one superiority die to make one discovery within 30 feet that would normally require an ability check, such as the location of a secret door, hidden message in a text, how a corpse died, or the weak point of a structure that would allow it to collapse.

This is a first swag at it, so any feedback is welcome.


My only issue at first glance is the name "advantages." Advantage is already a game mechanic in 5e, and using it for an archetype could be confusing. I like the idea of a superiority die rogue, though.

Sovereign Court

Explosive action seems unclear. Do you have to roll maximum damage on all sneak attack/superiority dice? Just one dice?

For endurance, you might want to just allow one dice per exhaustion level, or something simpler.

Honeyed words seems... overpowered.

Otherwise, everything looks good. I agree with Hitdice about the name "advantages" though.


Good call, guys. I just needed a name that wasn't "Maneuvers" so I think I can figure out another :)

Just one die for explosive action. Probably should say "whenever you roll the maximum result on any sneak attack or superiority die".

So endurance still risks making exhaustion worse, but lets you ignore it for an adventuring day (that's the goal, anyways). I do need to limit it to once per long rest though. Hmmm with short rests it sort of invalidates the drawback so may I need to say ignore for one hour instead so it's a constant drain coming off a short rest.

Honeyed Words is meant to have a heavy HD restriction (like HD = superiority dice or less type restriction), but I forgot to add it. It's supposed to make it easy to, for example, get past those guards or get over that social skill hump that can happen. It probably need more detail.

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OK, coming up with a new name for advantage is harder than I thought. I came up with "Lucky Breaks" but that's too wordy, maybe "Flukes"?


Ooh, ooh, I just looked up "advantage" in my thesaurus, and "supremacy" was one of the choices. "supremacies," that sounds good. Too white power? :P

Speaking seriously, I think it has to be just one word, but only 'cause I like it when things are concise. I'm saying if I had choose one of the two, it'd be "Flukes."


I think I need to change the superiority dice. The Scout or Cavalier use 1/2 die to skills and this uses the whole die, so maybe I step back the die so it's like a bard's inspiration.

RPG Superstar 2012 Top 32

How about "Skill Tricks" or "Rogue Talents" instead of "Advantages?"

(or Tricks or Talents, since Hit Dice is right about it being one word)

Under Monster Whisperer you use Handle Animal instead of Animal Handling.

Also, for Swallow Pride, does a halfling still regain a superiority die if they use their Lucky ability?

This is a really cool idea. I like it a lot.

EDIT:

I think the Scout and Cavalier using halves of superiority dice is actually kind of awkward (especially since half a d8 could be a d4), and using full superiority dice is the way to go.


I've decided they should be called "coups," but only because I enjoy being difficult. Okay, honestly, it's because there are so many coups de whatever, and each one could be a different maneuver and you've got counting coup, which puts a skill spin on combat, which describes a superiority die rogue pretty well. (Look, whatever, it makes sense in my head.)

Totally agree with Dan about half dice being awkward, and think starting at d4 is a better idea.


I actually changed it to d4, and then changed the "Improved Skill Superiority" to rolling additional d4s. This way it compliments the "explosive action" ability. And halflings still roll a "1" so they get the die still. I didn't use "flukes" because people elsewhere really hated it sounded like it took agency from the player even though mechanically it didn't, I'm also trying to avoid wording from other games.

Here's a google doc for those interested in keeping up. Feel free to comment too!


Nice :)

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