Highwayman
Subclase de Rogue
Old World's Might - Subclasses from Old Europe p. 49 (Homebrew)
- Nivel
- 3
Descripción
Ambush stealthily your opponents
"Gold belongs to those bold enough to take it. If you hear my name, it is already too late"
Theme: Bold, daring outlaws of the road, Highwaymen use their wits and combat prowess to ambush targets, escape pursuit, and live another day. Their tactics rely on mobility, intimidation, and ambushes.
Playstyle: A skirmisher who excels in hit-and-run tactics, controlling the battlefield with mobility and debuffing enemies with fear and distraction.
A highwayman was a robber who stole from travelers. This type of thief usually travelled and robbed by horse as compared to a footpad who travelled and robbed on foot; mounted highwaymen were widely considered to be socially superior to footpads. Highwaymen increased in number in the early 18th century. They targeted stagecoaches, carriages, farmers returning from market and the mail coaches. Such criminals operated until the mid- or late 19th century.
Rasgos
Ambush Tactics Nivel 3
You gain advantage on Initiative rolls.
Daring Escape Nivel 3
When you use the Dash action, you can also gain Resistance to any type of damage until the start of your next turn. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Fearsome Reputation Nivel 9
You can use your Bonus Action to intimidate foes. Choose one creature within 30 feet of you that can see or hear you. It must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Charisma modifier). Failure: Frightened condition for 1 minute. Once you use this feature, you can't use it again until you finish a Long Rest.
Ghost of the Road Nivel 13
While you are in Dim Light or Darkness, you have the Invisible condition also to creatures that rely on Darkvision to see you.
Legendary Outlaw Nivel 17
When you hit a creature, you can force it to make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Charisma modifier). Failure: Stunned condition until the end of your next turn. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.