diff --git a/class/LaserLlama; Alternate Rogue.json b/class/LaserLlama; Alternate Rogue.json index 63324d3e8e..1bc1882823 100644 --- a/class/LaserLlama; Alternate Rogue.json +++ b/class/LaserLlama; Alternate Rogue.json @@ -12,7 +12,7 @@ "convertedBy": [ "Dazzle#9021" ], - "version": "1.1.1", + "version": "2.0.1", "color": "eaab30", "url": "https://www.gmbinder.com/share/-N8o6KduyOA2qhUGBQqA", "targetSchema": "1.2" @@ -27,7 +27,7 @@ "convertedBy": [ "Dazzle#9021" ], - "version": "1.2.0", + "version": "2.0.1", "url": "https://www.gmbinder.com/share/-NJ8-9uVQcpeQLxLx5RS", "color": "eaab30", "targetSchema": "1.2" @@ -35,14 +35,13 @@ ], "optionalFeatureTypes": { "LL:DE": "Devious Exploit", - "LL:ME": "Martial Exploit", - "LL:TE": "Tactical Exploit", "FS:ARo": "Fighting Style; Alternate Rogue", "LL:1DE": "1st Degree Exploit", "LL:2DE": "2nd Degree Exploit", "LL:3DE": "3rd Degree Exploit", "LL:4DE": "4th Degree Exploit", - "LL:5DE": "5th Degree Exploit" + "LL:5DE": "5th Degree Exploit", + "LL:BOOM": "Saboteur Explosives" }, "dateAdded": 1657295680, "dateLastModified": 1685965734, @@ -668,6 +667,7 @@ "gainSubclassFeature": true }, "Ability Score Improvement|Alternate Rogue|LLARo|4|LLARo", + "Cunning Strike|Alternate Rogue|LLARo|5|LLARo", "Uncanny Dodge|Alternate Rogue|LLARo|5|LLARo", { "classFeature": "Roguish Archetype|Alternate Rogue|LLARo|7|LLARo", @@ -676,7 +676,7 @@ "Ability Score Improvement|Alternate Rogue|LLARo|8|LLARo", "Evasion|Alternate Rogue|LLARo|9|LLARo", "Reliable Talent|Alternate Rogue|LLARo|10|LLARo", - "Cunning Strike|Alternate Rogue|LLARo|11|LLARo", + "Ruthless|Alternate Rogue|LLARo|11|LLARo", "Ability Score Improvement|Alternate Rogue|LLARo|12|LLARo", { "classFeature": "Roguish Archetype|Alternate Rogue|LLARo|13|LLARo", @@ -1385,8 +1385,9 @@ "page": 97, "subclassFeatures": [ "Assassin|Alternate Rogue|LLARo|Assassin|LLARo|3|LLARo", - "Stolen Identity|Alternate Rogue|LLARo|Assassin|LLARo|7|LLARo", + "Deadly Blade|Alternate Rogue|LLARo|Assassin|LLARo|7|LLARo", "Impostor|Alternate Rogue|LLARo|Assassin|LLARo|13|LLARo", + "Death Strike|Alternate Rogue|LLARo|Assassin|LLARo|17|LLARo", "Master Poisoner|Alternate Rogue|LLARo|Assassin|LLARo|17|LLARo" ] }, @@ -1399,9 +1400,10 @@ "page": 97, "subclassFeatures": [ "Inquisitive|Alternate Rogue|LLARo|Inquisitive|LLARo|3|LLARo", - "Steady Eye|Alternate Rogue|LLARo|Inquisitive|LLARo|7|LLARo", - "Unerring Eye|Alternate Rogue|LLARo|Inquisitive|LLARo|13|LLARo", - "Eye for Weakness|Alternate Rogue|LLARo|Inquisitive|LLARo|17|LLARo" + "Insightful Strike|Alternate Rogue|LLARo|Inquisitive|LLARo|7|LLARo", + "Adept Investigator|Alternate Rogue|LLARo|Inquisitive|LLARo|13|LLARo", + "Unerring Sight|Alternate Rogue|LLARo|Inquisitive|LLARo|13|LLARo", + "Exploit Weakness|Alternate Rogue|LLARo|Inquisitive|LLARo|17|LLARo" ] }, { @@ -1413,7 +1415,7 @@ "page": 97, "subclassFeatures": [ "Scout|Alternate Rogue|LLARo|Scout|LLARo|3|LLARo", - "Superior Mobility|Alternate Rogue|LLARo|Scout|LLARo|7|LLARo", + "Wilderness Adept|Alternate Rogue|LLARo|Scout|LLARo|7|LLARo", "Ambush Master|Alternate Rogue|LLARo|Scout|LLARo|13|LLARo", "Sudden Strike|Alternate Rogue|LLARo|Scout|LLARo|17|LLARo" ] @@ -1428,7 +1430,7 @@ "subclassFeatures": [ "Swashbuckler|Alternate Rogue|LLARo|Swashbuckler|LLARo|3|LLARo", "Panache|Alternate Rogue|LLARo|Swashbuckler|LLARo|7|LLARo", - "Elegant Maneuver|Alternate Rogue|LLARo|Swashbuckler|LLARo|13|LLARo", + "Elegant Warrior|Alternate Rogue|LLARo|Swashbuckler|LLARo|13|LLARo", "Master Duelist|Alternate Rogue|LLARo|Swashbuckler|LLARo|17|LLARo" ] }, @@ -1441,23 +1443,39 @@ "page": 97, "subclassFeatures": [ "Mastermind|Alternate Rogue|LLARo|Mastermind|LLARo|3|LLARo", - "Insightful Manipulator|Alternate Rogue|LLARo|Mastermind|LLARo|7|LLARo", - "Misdirection|Alternate Rogue|LLARo|Mastermind|LLARo|13|LLARo", - "Soul of Deceit|Alternate Rogue|LLARo|Mastermind|LLARo|17|LLARo" + "Manipulative Intuition|Alternate Rogue|LLARo|Mastermind|LLARo|7|LLARo", + "Potent Insight|Alternate Rogue|LLARo|Mastermind|LLARo|7|LLARo", + "Devious Tactics|Alternate Rogue|LLARo|Mastermind|LLARo|13|LLARo", + "Inscrutable Mind|Alternate Rogue|LLARo|Mastermind|LLARo|17|LLARo" ] }, { - "name": "Duelist", - "shortName": "Duelist", + "name": "Phantom", + "shortName": "Phantom", "source": "LLARo", "className": "Alternate Rogue", "classSource": "LLARo", "page": 97, "subclassFeatures": [ - "Duelist|Alternate Rogue|LLARo|Duelist|LLARo|3|LLARo", - "Extra Attack|Alternate Rogue|LLARo|Duelist|LLARo|7|LLARo", - "Sharp Reflexes|Alternate Rogue|LLARo|Duelist|LLARo|13|LLARo", - "Master Duelist|Alternate Rogue|LLARo|Duelist|LLARo|17|LLARo" + "Phantom|Alternate Rogue|LLARo|Phantom|LLARo|3|LLARo", + "Soul Trinkets|Alternate Rogue|LLARo|Phantom|LLARo|7|LLARo", + "Ghastly Walk|Alternate Rogue|LLARo|Phantom|LLARo|13|LLARo", + "Death Knell|Alternate Rogue|LLARo|Phantom|LLARo|17|LLARo" + ] + }, + { + "name": "Soulknife", + "shortName": "Soulknife", + "source": "LLARo", + "className": "Alternate Rogue", + "classSource": "LLARo", + "page": 97, + "subclassFeatures": [ + "Soulknife|Alternate Rogue|LLARo|Soulknife|LLARo|3|LLARo", + "Metaphysical Shift|Alternate Rogue|LLARo|Soulknife|LLARo|7|LLARo", + "Soul Strike|Alternate Rogue|LLARo|Soulknife|LLARo|7|LLARo", + "Shimmer|Alternate Rogue|LLARo|Soulknife|LLARo|13|LLARo", + "Mental Scourge|Alternate Rogue|LLARo|Soulknife|LLARo|17|LLARo" ] }, { @@ -1476,8 +1494,8 @@ ] }, { - "name": "Justicar", - "shortName": "Justicar", + "name": "Avenger", + "shortName": "Avenger", "source": "LLARoE", "className": "Alternate Rogue", "classSource": "LLARo", @@ -1560,14 +1578,14 @@ { "subclasses": [ { - "name": "Justicar", + "name": "Avenger", "source": "LLARoE" } ], "colLabels": [ - "{@filter Spells Known|spells|subclass=Alternate Rogue: Justicar (LLARoE)}", - "Spell Slots", - "Spell Level" + "{@filter Spells Known|spells|subclass=Alternate Rogue: Avenger (LLARoE)}", + "Divine Favour", + "Divite Limit" ], "rows": [ [ @@ -1582,102 +1600,102 @@ ], [ 2, - 1, - "{@filter 1st|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 2, + 1 ], [ 2, - 2, - "{@filter 1st|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 3, + 1 ], [ 3, - 2, - "{@filter 1st|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 3, + 1 ], [ 3, - 2, - "{@filter 1st|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 4, + 1 ], [ 4, - 2, - "{@filter 2nd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 4, + 2 ], [ 4, - 2, - "{@filter 2nd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 5, + 2 ], [ 5, - 2, - "{@filter 2nd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 5, + 2 ], [ 5, - 2, - "{@filter 2nd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 6, + 2 ], [ 5, - 2, - "{@filter 2nd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 6, + 2 ], [ 5, - 2, - "{@filter 2nd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 7, + 2 ], [ 6, - 2, - "{@filter 3rd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 7, + 3 ], [ 6, - 2, - "{@filter 3rd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 8, + 3 ], [ 6, - 2, - "{@filter 3rd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 8, + 3 ], [ 6, - 2, - "{@filter 3rd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 9, + 3 ], [ 7, - 2, - "{@filter 3rd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 9, + 3 ], [ 7, - 2, - "{@filter 3rd|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 10, + 3 ], [ 7, - 2, - "{@filter 4th|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 10, + 4 ], [ 7, - 2, - "{@filter 4th|spells|level=1|subclass=Alternate Rogue: Justicar (LLARoE)}" + 11, + 4 ] ] } ], "subclassFeatures": [ - "Justicar|Alternate Rogue|LLARo|Justicar|LLARoE|3|LLARoE", - "Consecrated Strikes|Alternate Rogue|LLARo|Justicar|LLARoE|7|LLARoE", - "Holy Judgement|Alternate Rogue|LLARo|Justicar|LLARoE|13|LLARoE", - "Hand of the Gods|Alternate Rogue|LLARo|Justicar|LLARoE|17|LLARoE" + "Avenger|Alternate Rogue|LLARo|Avenger|LLARoE|3|LLARoE", + "Avenging Strikes|Alternate Rogue|LLARo|Avenger|LLARoE|7|LLARoE", + "Divine Step|Alternate Rogue|LLARo|Avenger|LLARoE|13|LLARoE", + "Hand of the Gods|Alternate Rogue|LLARo|Avenger|LLARoE|17|LLARoE" ] }, { @@ -1688,8 +1706,9 @@ "shortName": "Bloodknife", "subclassFeatures": [ "Bloodknife|Alternate Rogue|LLARo|Bloodknife|LLARoE|3|LLARoE", - "Sinister Vitality|Alternate Rogue|LLARo|Bloodknife|LLARoE|7|LLARoE", - "Hellish Curse|Alternate Rogue|LLARo|Bloodknife|LLARoE|13|LLARoE", + "Hellish Curse|Alternate Rogue|LLARo|Bloodknife|LLARoE|7|LLARoE", + "Siphon Vitality|Alternate Rogue|LLARo|Bloodknife|LLARoE|7|LLARoE", + "Vile Curse|Alternate Rogue|LLARo|Bloodknife|LLARoE|13|LLARoE", "Touch of Death|Alternate Rogue|LLARo|Bloodknife|LLARoE|17|LLARoE" ] }, @@ -1701,9 +1720,10 @@ "shortName": "Daredevil", "subclassFeatures": [ "Daredevil|Alternate Rogue|LLARo|Daredevil|LLARoE|3|LLARoE", + "Death from Above|Alternate Rogue|LLARo|Daredevil|LLARoE|7|LLARoE", "Slow Fall|Alternate Rogue|LLARo|Daredevil|LLARoE|7|LLARoE", "Defy Death|Alternate Rogue|LLARo|Daredevil|LLARoE|13|LLARoE", - "Airborne Strikes|Alternate Rogue|LLARo|Daredevil|LLARoE|17|LLARoE" + "Masterful Aerialist|Alternate Rogue|LLARo|Daredevil|LLARoE|17|LLARoE" ] }, { @@ -1714,7 +1734,7 @@ "shortName": "Gambler", "subclassFeatures": [ "Gambler|Alternate Rogue|LLARo|Gambler|LLARoE|3|LLARoE", - "Lucky Streak|Alternate Rogue|LLARo|Gambler|LLARoE|7|LLARoE", + "Strange Luck|Alternate Rogue|LLARo|Gambler|LLARoE|7|LLARoE", "Quickdraw|Alternate Rogue|LLARo|Gambler|LLARoE|13|LLARoE", "Jackpot|Alternate Rogue|LLARo|Gambler|LLARoE|17|LLARoE" ] @@ -1727,7 +1747,7 @@ "shortName": "Ruffian", "subclassFeatures": [ "Ruffian|Alternate Rogue|LLARo|Ruffian|LLARoE|3|LLARoE", - "Imposing Glance|Alternate Rogue|LLARo|Ruffian|LLARoE|7|LLARoE", + "Intimidating Blow|Alternate Rogue|LLARo|Ruffian|LLARoE|7|LLARoE", "Nerves of Steel|Alternate Rogue|LLARo|Ruffian|LLARoE|7|LLARoE", "Dodge & Counter|Alternate Rogue|LLARo|Ruffian|LLARoE|13|LLARoE", "Ruthless Strike|Alternate Rogue|LLARo|Ruffian|LLARoE|17|LLARoE" @@ -1772,6 +1792,20 @@ "Surgical Strikes|Alternate Rogue|LLARo|Surgeon|LLARoE|13|LLARoE", "Expert Surgeon|Alternate Rogue|LLARo|Surgeon|LLARoE|17|LLARoE" ] + }, + { + "name": "Seeker", + "source": "LLARoE", + "className": "Alternate Rogue", + "classSource": "LLARo", + "shortName": "Seeker", + "subclassFeatures": [ + "Seeker|Alternate Rogue|LLARo|Seeker|LLARoE|3|LLARoE", + "Elder Relics|Alternate Rogue|LLARo|Seeker|LLARoE|7|LLARoE", + "Expert Archaeologist|Alternate Rogue|LLARo|Seeker|LLARoE|7|LLARoE", + "Greater Lore|Alternate Rogue|LLARo|Seeker|LLARoE|13|LLARoE", + "Ancient Lore|Alternate Rogue|LLARo|Seeker|LLARoE|17|LLARoE" + ] } ], "classFeature": [ @@ -1868,7 +1902,7 @@ "name": "Exploit Dice", "page": 3, "entries": [ - "The Rogue table shows how many Exploit Dice you have to perform the Exploits you know. To use an Exploit, you must expend one of these Dice. You can only use one Exploit per attack, ability check, or saving throw, and you regain your expended Exploit Dice when you finish a short or long rest.", + "The Rogue table shows how many Exploit Dice you have to perform Exploits you know. To use an Exploit, you expend one of these Dice. You can only use one Exploit per attack, ability check, reaction, or saving throw, and you regain your expended Exploit Dice when you finish a short or long rest.", "Your Exploit Dice begin as d4s, and increase in size as you gain levels in this class, as indicated in the Rogue table." ] }, @@ -1939,6 +1973,28 @@ "Beginning at 5th level, your finely honed reflexes allow you to dodge, minimize, and absorb the damage of blows that would devastate a normal warrior. When a creature that you can see hits you with an attack, you can use your reaction to halve the damage you would take from that attack." ] }, + { + "name": "Cunning Strike", + "source": "LLARo", + "page": 94, + "srd": true, + "basicRules": true, + "className": "Alternate Rogue", + "classSource": "LLARo", + "level": 5, + "entries": [ + "You can exploit even the smallest weaknesses to great effect. Beginning at 5th level, when you deal Sneak Attack damage, you can forgo some of that bonus damage to use a Devious Exploit you know without expending an Exploit Die, with the following rules:", + { + "type": "list", + "items": [ + "It must be a Devious Exploit that you know that can be used as part of a weapon attack.", + "You reduce your Sneak Attack bonus damage by a number of d6s equal to 1 + the Exploit's degree.", + "If the Exploit normally deals additional damage, it does not deal any additional damage when used in this way." + ] + }, + "For example, if you were to use this feature to use {@optfeature dirty hit|LLARo} as part of a Sneak Attack, you would reduce your Sneak Attack bonus damage by 3d6 since dirty hit is a 2nd-degree Exploit, and dirty hit would not deal any additional damage to your target." + ] + }, { "name": "Roguish Archetype", "source": "LLARo", @@ -1993,7 +2049,7 @@ ] }, { - "name": "Cunning Strike", + "name": "Ruthless", "source": "LLARo", "page": 94, "srd": true, @@ -2002,17 +2058,8 @@ "classSource": "LLARo", "level": 11, "entries": [ - "You can exploit even the smallest weaknesses to great effect. Starting at 11th level, whenever you add your Sneak Attack bonus damage to a weapon attack, you can choose to reduce that bonus damage and use one Devious Exploit you know, without expending an Exploit Die, with the following rules:", - { - "type": "list", - "items": [ - "It must be an Exploit that can be used as part of an attack.", - "You reduce your Sneak Attack damage by a number of d6s equal to the degree of the Devious Exploit you use.", - "If the Devious Exploit you use deals additional damage on hit, it does not deal its normal bonus damage.", - "Whenever you use an Exploit in this way, you roll a d6 in place of any Exploit Dice you would normally roll." - ] - }, - "For example, if you use this feature to use {@optfeature dirty hit|LLARo}, as part of a Sneak Attack, you would reduce the bonus damage of Sneak Attack by {@dice 2d6} since dirty hit is a 2nd-degree Exploit" + "Beginning at 11th level, you can use Cunning Strike to reduce your Sneak Attack bonus damage by an additional number of d6s equal to the degree of the Exploit you are using and force your target to make its saving throw with disadvantage.", + "For example, if you used Cunning Strike to use dirty hit, you would reduce your Sneak Attack bonus by an additional 2d6 to impose disadvantage on the Constitution saving throw." ] }, { @@ -2133,8 +2180,8 @@ "classSource": "LLARo", "level": 20, "entries": [ - "You have a supernatural knack for finding success when you need it most. Upon reaching 20th level, when you miss with an attack roll within range of your weapon, you can turn that attack into a hit. Alternatively, if you fail an ability check you are proficient in, you can choose to treat the d20 roll as a 20.", - "Once you use either of these features you must finish a short or long rest before you can use either feature again." + "You have a supernatural knack for finding success when you need it most. Upon reaching 20th level, when you roll a d20 for an ability check, attack roll, or saving throw, you can treat the result as a 20 on the d20. You can do so after you know the result of your roll and whether you succeed or fail.", + "Once you use this feature you must finish a short or long rest before you can use it again." ] } ], @@ -2157,7 +2204,7 @@ }, { "type": "refSubclassFeature", - "subclassFeature": "Deadly Strike|Alternate Rogue|LLARo|Assassin|LLARo|3|LLARo" + "subclassFeature": "Assassinate|Alternate Rogue|LLARo|Assassin|LLARo|3|LLARo" }, { "type": "refSubclassFeature", @@ -2190,11 +2237,11 @@ "rows": [ [ "3rd", - "{@optfeature blinding debris|LLARo}, {@optfeature operative's cunning|LLARo}" + "{@optfeature precision strike|LLARo}, {@optfeature subtle con|LLARo}" ], [ "5th", - "{@optfeature craft minor poison|LLARo}, {@optfeature grasp of night|LLARo}" + "{@optfeature craft minor poison|LLARo}, {@optfeature crippling strike|LLARo}" ], [ "9th", @@ -2205,7 +2252,7 @@ ] }, { - "name": "Deadly Strike", + "name": "Assassinate", "source": "LLARo", "className": "Alternate Rogue", "classSource": "LLARo", @@ -2215,13 +2262,13 @@ "level": 3, "header": 2, "entries": [ - "You are at your deadliest when foes don't see you coming. When you adopt this Archetype, you gain the benefits below:", + "As an assassin you are at your deadliest when your foes don't see you coming. You gain the following benefits:", { "type": "list", "items": [ - "You have advantage on any attack rolls you make against creatures that have not yet acted in combat.", - "When you hit a creature that is surprised with an attack, your attack becomes an automatic critical hit.", - "When you score a critical hit and roll a 1 on any of your damage dice for that attack, you can re-roll those dice. You must use the new roll, even if you roll another 1." + "When you roll for initiative you can expend an Exploit Die, roll it, and add the result to your initiative roll.", + "You have advantage on weapon attack rolls against any creature that has not yet acted in combat.", + "Whenever you hit a creature that is incapacitated or surprised with a weapon attack that adds your Sneak Attack bonus, it is an automatic critical hit." ] } ] @@ -2237,11 +2284,13 @@ "level": 3, "header": 2, "entries": [ - "You gain proficiency with the disguise kit and the poisoner's kit, and whenever you make an ability check with a disguise kit, poisoner's kit, or a disguise or poison created with either of these tools, you treat a d20 roll or 7 or lower as an 8." + "You are adept at blending into places you don't belong. You gain proficiency with the disguise kit and the poisoner's kit.", + "Over the course of 10 minutes, you can use your disguise kit to craft a disguise that resembles a dead or unconscious humanoid as long as you have its body. A suspicious creature can make an Intelligence (Investigation) check against your Exploit save DC to attempt to see through your disguise.", + "Finally, you can unerringly mimic any humanoid's speech, so long as you spend at least 10 minutes observing them." ] }, { - "name": "Stolen Identity", + "name": "Deadly Blade", "source": "LLARo", "className": "Alternate Rogue", "classSource": "LLARo", @@ -2251,9 +2300,8 @@ "level": 7, "header": 2, "entries": [ - "Over the course of 1 hour, which can be during a short or long rest, you can craft a disguise of a dead or unconscious humanoid, so long as you have a disguise kit and its body.", - "A creature can attempt to see through your disguise by making an Intelligence (Investigation) check, contested by your Charisma (Deception) check. On a success, it realizes that you might not be who you appear to be.", - "Over an 8-hour period, you can use this disguise to assume the life of the slain humanoid. After which, others believe you to be that humanoid until given an obvious reason not to." + "You are exceptionally skilled at taking lives when conditions are right. When you score a critical hit and roll a 1 on any of your damage dice for that attack, you can re-roll those dice.", + "Moreover, when you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 1d6 and force it to make a Constitution saving throw against your Exploit save DC. On a failed save, it is poisoned until the start of your next turn." ] }, { @@ -2267,7 +2315,8 @@ "level": 13, "header": 2, "entries": [ - "The skill with which you adopt other creatures' identities is nearly supernatural. Whenever you make a check to thwart a creature trying to see through a disguise or Stolen Identity you gain a bonus to your roll equal to your Exploit Die." + "The skill with which you adopt other creatures' identities is nearly supernatural. You learn to speak, read, and write three additional languages of your choice, and whenever you make a Charisma (Deception) check to maintain your disguise you gain a bonus to your roll equal to one roll of your Exploit Die.", + "In addition, creatures have disadvantage on Intelligence (Investigation) checks to see through any disguise you make." ] }, { @@ -2300,150 +2349,6 @@ "Once you use this feature you must finish a short or long rest before you can use it again." ] }, - { - "name": "Duelist", - "source": "LLARo", - "className": "Alternate Rogue", - "classSource": "LLARo", - "page": 4, - "subclassShortName": "Duelist", - "subclassSource": "LLARo", - "level": 3, - "header": 1, - "entries": [ - "You have focused your skills on mastery of the blade. Where most rogues strike from the shadows, you prefer to face your enemies head-on. Your skill in battle resembles an elegant performance that relies on your speed, grace, and skill.", - { - "type": "refSubclassFeature", - "subclassFeature": "Duelist Exploits|Alternate Rogue|LLARo|Duelist|LLARo|3|LLARo" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Classically Trained|Alternate Rogue|LLARo|Duelist|LLARo|3|LLARo" - } - ] - }, - { - "name": "Duelist Exploits", - "source": "LLARo", - "className": "Alternate Rogue", - "classSource": "LLARo", - "page": 4, - "subclassShortName": "Duelist", - "subclassSource": "LLARo", - "level": 3, - "header": 2, - "entries": [ - "You learn certain {@filter Martial Exploits|optionalfeatures|feature type=LL:ME} from the {@link Alternate Fighter|https://www.gmbinder.com/share/-MSfA82gv8V69JAoqFVq} at the Rogue levels noted in the table below. They don't count against your total number of Exploits Known. Each time you gain a level, you can replace one of the Exploits you learned from this feature with a Martial Exploit of your choice.", - "If a Martial Exploit has a certain Fighter level prerequisite, you can learn it if your Rogue level meets that prerequisite.", - { - "type": "table", - "colLabels": [ - "Rogue Level", - "Exploit" - ], - "colStyles": [ - "col-3 text-center", - "col-11 text-left" - ], - "rows": [ - [ - "3rd", - "{@optfeature riposte|LLARo}, {@optfeature lightstep|LLARo}" - ], - [ - "5th", - "{@optfeature defensive stance|LLARo}, {@optfeature warrior's challenge|LLARo}" - ], - [ - "9th", - "{@optfeature heroic focus|LLARo}" - ] - ] - } - ] - }, - { - "name": "Classically Trained", - "source": "LLARo", - "className": "Alternate Rogue", - "classSource": "LLARo", - "page": 4, - "subclassShortName": "Duelist", - "subclassSource": "LLARo", - "level": 3, - "header": 2, - "entries": [ - "You have been trained in the classical skills of warfare. You gain proficiency with medium armor and with all martial weapons that lack the heavy or two-handed properties.", - "You also gain a Fighting Style of your choice, choosing from the options on the following page. You cannot learn a Fighting Style more than once, even if you gain another feature that allows you to learn another Fighting Style.", - "When you gain a level in this class, you can replace a Fighting Style you know with another option from the same list.", - { - "type": "options", - "count": 1, - "entries": [ - { - "type": "refOptionalfeature", - "optionalfeature": "Classical Swordplay|LLARo" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Dual Wielding|LLARo" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Featherweight Fighting|LLARo" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Thrown Weapon Fighting|LLARo" - } - ] - } - ] - }, - { - "name": "Extra Attack", - "source": "LLARo", - "className": "Alternate Rogue", - "classSource": "LLARo", - "page": 11, - "subclassShortName": "Duelist", - "subclassSource": "LLARo", - "level": 7, - "header": 2, - "entries": [ - "Your combat skills surpass those of other Rogues and rival those of true martial warriors. You can attack twice, rather than once, whenever you take the Attack action on your turn." - ] - }, - { - "name": "Sharp Reflexes", - "source": "LLARo", - "className": "Alternate Rogue", - "classSource": "LLARo", - "page": 11, - "subclassShortName": "Duelist", - "subclassSource": "LLARo", - "level": 13, - "header": 2, - "entries": [ - "You have honed your reflexes so as to never be caught off guard in battle. You gain a bonus to your initiative rolls equal to your Exploit Die.", - "Moreover, when a creature that you can see hits you with a melee attack, you can use your reaction to make a single melee weapon attack against it. This special reaction attack qualifies for your Sneak Attack bonus, even if you don't meet the normal conditions, as long you don't have disadvantage on the attack roll." - ] - }, - { - "name": "Master Duelist", - "source": "LLARo", - "className": "Alternate Rogue", - "classSource": "LLARo", - "page": 11, - "subclassShortName": "Duelist", - "subclassSource": "LLARo", - "level": 17, - "header": 2, - "entries": [ - "Your mastery and dedication to the art of single combat lets you draw failure from success. Once per turn when you miss with a melee weapon attack against your Adversary, you can immediately repeat the same melee weapon attack with advantage against it.", - "Finally, when you roll initiative with no Exploit Dice remaining, you immediately regain one of your expended Exploit Dice." - ] - }, { "name": "Thief", "source": "LLARo", @@ -2462,11 +2367,11 @@ }, { "type": "refSubclassFeature", - "subclassFeature": "Sticky Fingers|Alternate Rogue|LLARo|Thief|LLARo|3|LLARo" + "subclassFeature": "Quick Fingers|Alternate Rogue|LLARo|Thief|LLARo|3|LLARo" }, { "type": "refSubclassFeature", - "subclassFeature": "Thief's Agility|Alternate Rogue|LLARo|Thief|LLARo|3|LLARo" + "subclassFeature": "Nimble|Alternate Rogue|LLARo|Thief|LLARo|3|LLARo" } ] }, @@ -2495,11 +2400,11 @@ "rows": [ [ "3rd", - "{@optfeature aerial maneuver|LLARo}, {@optfeature burglar's finesse|LLARo}" + "{@optfeature modify device|LLARo}, {@optfeature lightstep|LLARo}" ], [ "5th", - "{@optfeature reinforce lock|LLARo}, {@optfeature survey dungeon|LLARo}" + "{@optfeature dirty hit|LLARo}, {@optfeature survey dungeon|LLARo}" ], [ "9th", @@ -2510,7 +2415,7 @@ ] }, { - "name": "Sticky Fingers", + "name": "Quick Fingers", "source": "LLARo", "className": "Alternate Rogue", "classSource": "LLARo", @@ -2520,13 +2425,12 @@ "level": 3, "header": 2, "entries": [ - "You are adept at pilfering pockets, especially when your mark has its guard down. When you hit a creature with a melee weapon attack that meets the conditions for Sneak Attack, you can forgo the bonus damage to instead make a Dexterity (Sleight of Hand) check with advantage, contested by the target's Wisdom (Perception) check", - "On a success, you are able to remove an object of your choice from the creature's pockets, bag, pouch, belt, or any other object it has on its person that it is not holding.", - "You can also use a bonus action on your turn to make a Dexterity (Sleight of Hand) check, or to use a set of tools." + "You are masterful at pilfering pockets, especially when your mark has its guard down. When you add your Sneak Attack bonus to a melee attack, you can reduce the bonus damage by 1d6 to attempt to steal an object from your target. Make a Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception) check. On a success, you remove one object of your choice from the target's pockets, bag, pouch, belt, or one object it has on its person that it is not holding.", + "Finally, you can use a bonus action on your turn to make a Dexterity (Sleight of Hand) check or to use a set of tools." ] }, { - "name": "Thief's Agility", + "name": "Nimble", "source": "LLARo", "className": "Alternate Rogue", "classSource": "LLARo", @@ -2537,7 +2441,7 @@ "header": 2, "entries": [ "You gain a climbing speed equal to your walking speed, and you are able to climb difficult and sheer surfaces at half your normal speed without making an ability check.", - "In addition, you can use your Dexterity score, in place of your Strength, when calculating how far you can jump." + "You can also use your Dexterity score, in place of Strength, when calculating your long or high jump distance." ] }, { @@ -2551,7 +2455,8 @@ "level": 7, "header": 2, "entries": [ - "You have an almost supernatural ability to avoid being seen when necessary. You have advantage on Dexterity (Stealth) checks while moving at half your speed, and you can attempt to Hide even when you are only lightly obscured." + "You have advantage on Dexterity (Stealth) checks while moving at half your speed, and you can attempt to Hide even when you are only lightly obscured.", + "Also, when you hit a target with an attack that adds your Sneak Attack bonus, you can use Cunning Strike to reduce the bonus by 1d6 to take the Hide action before the end of your turn, no action required." ] }, { @@ -2565,7 +2470,8 @@ "level": 7, "header": 2, "entries": [ - "You have a knack for uncovering useful and lost lore. Whenever you make an ability check relating to gathering information or assessing the inner workings or value of artifacts, enchanted items, treasure hoards, or traps, you gain a bonus to your roll equal to your Exploit Die." + "You have a knack for uncovering useful information and lost lore. Whenever you make an ability check to gather lore, investigate the inner workings, or assess the value of a magic item, treasure, or trap, you gain a bonus to the roll equal to one roll of your Exploit Die.", + "Finally, you can use the Use an Object action to activate a magic item or use a spell scroll or potion." ] }, { @@ -2593,7 +2499,8 @@ "level": 17, "header": 2, "entries": [ - "You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat, so long as you are not surprised or incapacitated. You take your first turn at normal initiative and your second turn at your initiative minus 10." + "The time you've spent pilfering pockets and treasures has honed your reflexes to near-supernatural heights. You gain an additional bonus action that you can take on each of your turns, though, it can only be used to take one of the actions from your Cunning Action.", + "If you do not use this additional bonus action, you instead gain one additional reaction that you can use before the start of your next turn. A single effect can only trigger one reaction." ] }, { @@ -2724,7 +2631,7 @@ "level": 13, "header": 2, "entries": [ - "As a bonus action, you can use your mage hand to distract a creature within 5 feet of it. For the rest of that turn, you have advantage on all attack rolls against that creature." + "You use your magic to create openings in your foes' defenses. When you end your mage hand's movement within 5 feet of a creature, you can cause it to distract that creature until you use it for another purpose. While a creature is distracted by your mage hand, you have advantage on any weapon or spell attack rolls you make against that creature." ] }, { @@ -2738,9 +2645,15 @@ "level": 17, "header": 2, "entries": [ - "As a reaction when a creature casts a spell that targets you or includes you in its area, you can force it to make a saving throw against your Spell save DC with its spellcasting ability.", - "On a failure, the spell fails and you regain an expended spell slot equal to, or lower than, the level of the spell.", - "Once you use this feature to successfully steal a spell you can't use it again until you finish a short or long rest." + "Rather than learn magic on your own, you can steal arcane power from others. When a creature casts a spell that targets you or includes you in its area, you can use your reaction to force it to make a saving throw against your Spell Save DC using its spellcasting ability. On a failed save, you negate the spell's effects on you and cause one of the following effects:", + { + "type": "list", + "items": [ + "You instantly regain a combined level of expended spell slots equal to the level of the spell that you negated.", + "You gain the knowledge of that spell, so long as it is of a level that you can cast. You can cast that spell using your spell slots until the end of your next long rest. As part of your next long rest, you can permanently replace one of your Spells Known with the stolen spell." + ] + }, + "Once you use this feature you must finish a long rest before you can use it again. If you have no uses left, you can expend a spell slot of 3rd-level or higher to use this feature again." ] }, { @@ -2760,11 +2673,11 @@ }, { "type": "refSubclassFeature", - "subclassFeature": "Eye for Truth|Alternate Rogue|LLARo|Inquisitive|LLARo|3|LLARo" + "subclassFeature": "Eye for Detail|Alternate Rogue|LLARo|Inquisitive|LLARo|3|LLARo" }, { "type": "refSubclassFeature", - "subclassFeature": "Insightful Fighting|Alternate Rogue|LLARo|Inquisitive|LLARo|3|LLARo" + "subclassFeature": "Predictive Fighting|Alternate Rogue|LLARo|Inquisitive|LLARo|3|LLARo" } ] }, @@ -2793,11 +2706,11 @@ "rows": [ [ "3rd", - "{@optfeature crippling strike|LLARo}, {@optfeature keen observation|LLARo}" + "{@optfeature precision strike|LLARo}, {@optfeature inquisitive eye|LLARo}" ], [ "5th", - "{@optfeature exposing strike|LLARo}, {@optfeature suppressing strike|LLARo}" + "{@optfeature exposing strike|LLARo}, {@optfeature survey dungeon|LLARo}" ], [ "9th", @@ -2808,7 +2721,7 @@ ] }, { - "name": "Eye for Truth", + "name": "Eye for Detail", "source": "LLARo", "page": 45, "className": "Alternate Rogue", @@ -2818,12 +2731,12 @@ "level": 3, "header": 1, "entries": [ - "Whenever you make an Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) check, you gain a bonus to your roll equal to one roll of your Exploit Die.", - "Moreover, you can use your Cunning Action to take the Search action as a bonus action on each of your turns." + "Your perceptive abilities are a finely honed tool. When you make a Wisdom (Insight) or a Wisdom (Perception) check you can use your Intelligence in place of Wisdom.", + "In addition, you can use your Cunning Action to take the Search action as a bonus action on your turn. Whenever you take the Search action, you gain information as if you spent 10 minutes searching." ] }, { - "name": "Insightful Fighting", + "name": "Predictive Fighting", "source": "LLARo", "page": 45, "className": "Alternate Rogue", @@ -2833,12 +2746,12 @@ "level": 3, "header": 1, "entries": [ - "At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom ({@skill Insight}) check against a creature you can see that isn't {@condition incapacitated}, contested by the target's Charisma ({@skill Deception}) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.", - "This benefit lasts for 1 minute or until you successfully use this feature against a different target." + "You are able to observe a creature's fighting style to better predict openings in its defenses. As a bonus action, you can observe a creature within 30 feet. Make a Wisdom (Insight) check contested by its Charisma (Deception) check. On a success, you do not need advantage on your attack rolls to add your Sneak Attack bonus to weapon attacks against it for the next minute. All other Sneak Attack rules still apply.", + "If you attempt to use this feature on another creature, this bonus immediately ends for any previous targets." ] }, { - "name": "Steady Eye", + "name": "Insightful Strike", "source": "LLARo", "page": 45, "className": "Alternate Rogue", @@ -2848,11 +2761,26 @@ "level": 7, "header": 2, "entries": [ - "Starting at 9th level, you have advantage on any Wisdom ({@skill Perception}) or Intelligence ({@skill Investigation}) check if you move no more than half your speed on the same turn." + "Your predictive capabilities in combat have increased. When you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 2d6 to learn one of the following about the target: its highest ability score, its lowest ability score, Armor Class, one of its movement speeds, or one of its special senses." + ] + }, + { + "name": "Adept Investigator", + "source": "LLARo", + "page": 45, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Inquisitive", + "subclassSource": "LLARo", + "level": 13, + "header": 2, + "entries": [ + "Your investigative process leaves no stone unturned. It only takes you 1 minute to use survey dungeon and 10 minutes to use survey settlement, and whenever you use these Exploits you learn a number of additional pieces of information equal to your Intelligence modifier (minimum of 1).", + "Finally, you can use these Exploits without expending an Exploit Die a total number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest." ] }, { - "name": "Unerring Eye", + "name": "Unerring Sight", "source": "LLARo", "page": 45, "className": "Alternate Rogue", @@ -2862,12 +2790,12 @@ "level": 13, "header": 2, "entries": [ - "Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't {@condition blinded} or {@condition deafened}. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.", - "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest." + "Your perceptive abilities rival those of supernatural creatures. You gain Truesight to a 10-foot radius, and when observing anything within that radius you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks.", + "The radius of your Truesight becomes 20 feet at 14th level, and increases again to 30 feet when you reach 20th level." ] }, { - "name": "Eye for Weakness", + "name": "Exploit Weakness", "source": "LLARo", "page": 45, "className": "Alternate Rogue", @@ -2877,7 +2805,7 @@ "level": 17, "header": 2, "entries": [ - "At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by {@dice 3d6}." + "You perfectly exploit your foe's most vulnerable points. While Predictive Fighting applies to a creature you roll d8s in place of d6s for your Sneak Attack bonus against that creature." ] }, { @@ -2897,11 +2825,7 @@ }, { "type": "refSubclassFeature", - "subclassFeature": "Master of Intrigue|Alternate Rogue|LLARo|Mastermind|LLARo|3|LLARo" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Master of Tactics|Alternate Rogue|LLARo|Mastermind|LLARo|3|LLARo" + "subclassFeature": "Master of Machinations|Alternate Rogue|LLARo|Mastermind|LLARo|3|LLARo" } ] }, @@ -2916,8 +2840,7 @@ "level": 3, "header": 2, "entries": [ - "You learn certain {@filter Tactical Exploits|optionalfeatures|feature type=LL:TE} from the {@link Warlord Class|https://www.gmbinder.com/share/-MrUNf61qoDb0Csw8a9r} at the Rogue levels noted in the table below. They don't count against your total number of Exploits Known. Each time you gain a level, you can replace one of the Exploits you learned from this feature with a Tactical Exploit of your choice.", - "If a Tactical Exploit has a Warlord level prerequisite, you can learn it so long as your Rogue level also meets that level prerequisite. If one of the {@filter Tactical Exploits|optionalfeatures|feature type=LL:TE} you know requires your Leadership modifier, you use your Intelligence modifier.", + "You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.", { "type": "table", "colLabels": [ @@ -2931,22 +2854,22 @@ "rows": [ [ "3rd", - "{@optfeature keen observation|LLARo}, {@optfeature maneuvering order|LLARo}" + "{@optfeature roguish charm|LLARo}, {@optfeature scholarly recall|LLARo}" ], [ "5th", - "{@optfeature defensive order|LLARo}, {@optfeature surprise attack|LLARo}" + "{@optfeature exposing strike|LLARo}, {@optfeature soothing speech|LLARo}" ], [ "9th", - "{@optfeature tactical reposition|LLARo}" + "{@optfeature recruit informant|LLARo}" ] ] } ] }, { - "name": "Master of Intrigue", + "name": "Master of Machinations", "source": "LLARo", "page": 46, "className": "Alternate Rogue", @@ -2956,26 +2879,34 @@ "level": 3, "header": 1, "entries": [ - "When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb}, the {@item forgery kit|phb}, and one {@item gaming set|PHB} of your choice. You also learn two languages of your choice.", - "Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language." + "You have gathered a set of skills to aid in your machinations. You learn to speak, read, and write two additional languages, and you gain proficiency with the disguise and forgery kits.", + "You wield allies as others wield a weapon. You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet, so long as the ally you are helping can see or hear you." ] }, { - "name": "Master of Tactics", + "name": "Manipulative Intuition", "source": "LLARo", "page": 46, "className": "Alternate Rogue", "classSource": "LLARo", "subclassShortName": "Mastermind", "subclassSource": "LLARo", - "level": 3, - "header": 1, + "level": 7, + "header": 2, "entries": [ - "Starting at 3rd level, you can use the {@action Help} action as a bonus action. Additionally, when you use the {@action Help} action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you." + "You are adept at reading the motivations of others. When you spend at least 1 minute talking with or observing a creature outside of combat, you learn one of the following facts:", + { + "type": "list", + "items": [ + "One of its ideals, bonds, flaws, motivations, or alignment.", + "It's true attitude toward you, or another creature that you observe it interacting with for the same duration." + ] + }, + "Once you use this feature on a creature you cannot use it on that creature again until you finish a long rest. Creatures with Legendary Resistances are immune to this feature." ] }, { - "name": "Insightful Manipulator", + "name": "Potent Insight", "source": "LLARo", "page": 46, "className": "Alternate Rogue", @@ -2985,23 +2916,11 @@ "level": 7, "header": 2, "entries": [ - "When you use the Search action on a creature, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics:", - { - "type": "list", - "items": [ - "Intelligence score", - "Wisdom score", - "Charisma score", - "Proficiency Bonus", - "Class levels (if any)", - "Exploits Known" - ] - }, - "At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any." + "When you use the Help action to aid an ally in attacking a creature, and their attack hits, you can use your reaction to add your Sneak Attack bonus to its damage roll. However, if you do so, you cannot use Sneak Attack on your next turn." ] }, { - "name": "Misdirection", + "name": "Devious Tactics", "source": "LLARo", "page": 46, "className": "Alternate Rogue", @@ -3011,11 +2930,11 @@ "level": 13, "header": 2, "entries": [ - "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you." + "You have no qualms about leaving others in danger. When a creature you can see targets you with an attack, you can use your reaction to force a creature within 5 feet of you to make a Dexterity saving throw against your Exploit Save DC. On a failure, you switch places with the creature and it becomes the target of the attack. A creature can willingly fail this save." ] }, { - "name": "Soul of Deceit", + "name": "Inscrutable Mind", "source": "LLARo", "page": 46, "className": "Alternate Rogue", @@ -3025,8 +2944,7 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma ({@skill Deception}) check contested by the mind reader's Wisdom ({@skill Insight}) check.", - "Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic." + "Your thoughts and dreams can't be read by magical means, unless you allow it. When a creature attempts to read your mind you can present false thoughts and motivations by making a Charisma (Deception) check. Finally, you gain immunity to both the charmed and frightened conditions." ] }, { @@ -3039,7 +2957,7 @@ "subclassSource": "LLARo", "level": 3, "entries": [ - "You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter/u2014these are just a few of the roles that Scouts assume as they range the world.", + "Unlike most Rogues, your skills have been honed in the wild. You are adept at remaining unseen, scouting ahead of allies, stalking your prey, or hunting bounties. While you are most skilled in the wilderness, you can still hold your own in the back alleys of cities and deadly dungeons like most Rogues.", { "type": "refSubclassFeature", "subclassFeature": "Scout Exploits|Alternate Rogue|LLARo|Scout|LLARo|3|LLARo" @@ -3079,11 +2997,11 @@ "rows": [ [ "3rd", - "{@optfeature first aid|LLARo}, {@optfeature keen observation|LLARo}" + "{@optfeature arresting strike|LLARo}, {@optfeature rustic intuition|LLARo}" ], [ "5th", - "{@optfeature craft minor poison|LLARo}, {@optfeature improvised skill|LLARo}" + "{@optfeature craft minor poison|LLARo}, {@optfeature trick shot|LLARo}" ], [ "9th", @@ -3104,7 +3022,7 @@ "level": 3, "header": 1, "entries": [ - "Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks." + "You are always on the move, never to be caught flat-footed by your foes. When a creature ends its turn within 5 feet of you, you can use your reaction to move up to half your movement speed without provoking opportunity attacks." ] }, { @@ -3118,11 +3036,11 @@ "level": 3, "header": 1, "entries": [ - "When you choose this archetype at 3rd level, you gain proficiency in the {@skill Nature} and {@skill Survival} skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies." + "You have learned to survive, and thrive, in the wild places of the world. You gain proficiency in both Nature and Survival if you do not have it already, and whenever you make a Wisdom (Survival) or an Intelligence (Nature) check you add double your proficiency bonus to your roll." ] }, { - "name": "Superior Mobility", + "name": "Wilderness Adept", "source": "LLARo", "page": 47, "className": "Alternate Rogue", @@ -3132,7 +3050,7 @@ "level": 7, "header": 2, "entries": [ - "Your walking speed increases by 10 feet, and you gain both a climbing and swimming speed equal to your Walking speed." + "Your walking speed increases by 10 feet, and you gain both a climbing and swimming speed equal to your walking speed." ] }, { @@ -3146,8 +3064,8 @@ "level": 13, "header": 2, "entries": [ - "Starting at 13th level, you excel at leading ambushes and acting first in a fight.", - "You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn." + "You can add your proficiency bonus to your initiative rolls, and when you roll for initiative you can expend an Exploit Die, roll it, and add the result to your initiative roll.", + "Also, the first creature you hit during the first round of a combat is marked for death. Attack rolls against this target have advantage until the beginning of your next turn." ] }, { @@ -3161,7 +3079,7 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, you can strike with deadly speed. If you take the {@action Attack} action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn." + "You strike with quiet, deadly speed. When you take the Attack action on your turn you can make one additional attack as a bonus action. You can add Sneak Attack bonus to this attack even if you have already used Sneak Attack, but you can't use Sneak Attack against the same target more than once a turn." ] }, { @@ -3186,7 +3104,7 @@ }, { "type": "refSubclassFeature", - "subclassFeature": "Rakish Audacity|Alternate Rogue|LLARo|Swashbuckler|LLARo|3|LLARo" + "subclassFeature": "Relentless Swagger|Alternate Rogue|LLARo|Swashbuckler|LLARo|3|LLARo" } ] }, @@ -3215,11 +3133,11 @@ "rows": [ [ "3rd", - "{@optfeature charlatan's guile|LLARo}, {@optfeature roguish charm|LLARo}" + "{@optfeature disarm|LLARo}, {@optfeature commanding presence|LLARo}" ], [ "5th", - "{@optfeature soothing speech|LLARo}, {@optfeature suppressing strike|LLARo}" + "{@optfeature soothing speech|LLARo}, {@optfeature glancing blow|LLARo}" ], [ "9th", @@ -3240,11 +3158,11 @@ "level": 3, "header": 1, "entries": [ - "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn." + "You dance about the field of battle, vexing your foes. When you hit a creature with a melee attack, it cannot target you with opportunity attacks for the rest of your current turn." ] }, { - "name": "Rakish Audacity", + "name": "Relentless Swagger", "source": "LLARo", "page": 48, "className": "Alternate Rogue", @@ -3254,8 +3172,8 @@ "level": 3, "header": 1, "entries": [ - "Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.", - "You also gain an additional way to use your Sneak {@action Attack}; you don't need advantage on your attack roll to use Sneak {@action Attack} against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak {@action Attack} still apply to you." + "You fight with unyielding confidence in yourself and your skill with a blade. When you roll initiative and are not surprised, you add your Charisma modifier to the result of your roll.", + "You also don't need advantage on your attack roll to use your Sneak Attack bonus against a creature so long as you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on your attack roll. All the other rules for using Sneak Attack still apply to you." ] }, { @@ -3269,13 +3187,25 @@ "level": 7, "header": 2, "entries": [ - "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma ({@skill Persuasion}) check contested by a creature's Wisdom ({@skill Insight}) check. The creature must be able to hear you, and the two of you must share a language.", - "If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.", - "If you succeed on the check and the creature isn't hostile to you, it is {@condition charmed} by you for 1 minute. While {@condition charmed}, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it." + "You have learned to knock your foes off-balance with nothing but wit and cunning words. When you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 1d6 to cause one of the following effects until the start of your next turn:", + { + "type": "entries", + "name": "Charm", + "entries": [ + "One creature within 30 feet that can see you must succeed on a Wisdom saving throw against your Exploit save DC or be charmed by you until the start of your next turn." + ] + }, + { + "type": "entries", + "name": "Taunt", + "entries": [ + "The creature must succeed on a Wisdom saving throw against your Exploit save DC or, until the beginning of your next turn, it has disadvantage on attacks against targets other than you and it cannot make opportunity attacks." + ] + } ] }, { - "name": "Elegant Maneuver", + "name": "Elegant Warrior", "source": "LLARo", "page": 48, "className": "Alternate Rogue", @@ -3285,7 +3215,8 @@ "level": 13, "header": 2, "entries": [ - "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity ({@skill Acrobatics}) or Strength ({@skill Athletics}) check you make during the same turn." + "You move about the battlefield with an unmistakable grace. When you take the Dash action on your turn, including when you use it as part of your Cunning Action, opportunity attacks targeting you are made with disadvantage.", + "In addition, whenever you make a Strength (Athletics), or Dexterity (Acrobatics), or Charisma (Performance) check you gain a bonus to your roll equal to one roll of your Exploit Die." ] }, { @@ -3299,37 +3230,308 @@ "level": 17, "header": 2, "entries": [ - "Your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can choose to add your Charisma modifier (minimum of +1) to your attack roll, possibly turning a miss into a hit.", + "Confidence in your skill with a blade lets you turn failure in combat into success. When you miss with an attack roll, you can choose to add your Charisma modifier (minimum of +1) to your attack roll, possibly turning a miss into a hit.", "You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses each time you finish a short or long rest." ] }, { - "name": "Bloodknife", - "source": "LLARoE", - "page": 48, + "name": "Soulknife", + "source": "LLARo", "className": "Alternate Rogue", "classSource": "LLARo", - "subclassShortName": "Bloodknife", - "subclassSource": "LLARoE", + "page": 4, + "subclassShortName": "Soulknife", + "subclassSource": "LLARo", "level": 3, + "header": 1, "entries": [ - "The Infernal Legions have many soldiers, but none are more deadly than those known as Bloodknives. The elite warriors of Hell's armies, Bloodknives enhance their significant skills with infernal blood magic. By sacrificing their own vitality, they gain access to sinister abilities beyond the skill of other mortal warriors. Experts at sowing chaos and death among, their foes, Bloodknives are dispatched by the Lords of Hell only when an especially powerful foe needs to be dealt with.", - { - "type": "refSubclassFeature", - "subclassFeature": "Bloodknife Exploits|Alternate Rogue|LLARo|Bloodknife|LLARoE|3|LLARoE" - }, + "Rare amongst those who practice the roguish arts is one who has true psionic potential. When trained to unlock the psionic power within themselves, these Rogues can train to become Soulknives. Using their wondrous abilities they can manifest blades of pure mental power, communicate telepathically, and augment their considerable skills with psionic enhancement.", { "type": "refSubclassFeature", - "subclassFeature": "Forked Tongue|Alternate Rogue|LLARo|Bloodknife|LLARoE|3|LLARoE" + "subclassFeature": "Psionic Awakening|Alternate Rogue|LLARo|Soulknife|LLARo|3|LLARo" }, { "type": "refSubclassFeature", - "subclassFeature": "Dread Strike|Alternate Rogue|LLARo|Bloodknife|LLARoE|3|LLARoE" + "subclassFeature": "Psionic Blade|Alternate Rogue|LLARo|Soulknife|LLARo|3|LLARo" } ] }, { - "name": "Bloodknife Exploits", + "name": "Psionic Awakening", + "source": "LLARo", + "className": "Alternate Rogue", + "classSource": "LLARo", + "page": 5, + "subclassShortName": "Soulknife", + "subclassSource": "LLARo", + "level": 3, + "header": 2, + "entries": [ + "You have unlocked the wondrous potential of your mind and gained psionic abilities. Your psionic power is represented by a pool of Psi Points. You have a number of Psi Points equal to 1 + your Intelligence modifier (minimum of 2), and you regain all expended Psi Points when you finish a short or long rest. You also unlock the following wondrous psionic abilities:", + { + "type": "entries", + "name": "Mystical Skill", + "entries": [ + "When you fail an ability check you can expend 1 Psi Point to add one roll of your Exploit Die to your roll, possibly turning a failure into a success.." + ] + }, + { + "type": "entries", + "name": "Telepathic Link", + "entries": [ + "As an action, you can expend 1 Psi Point to form a telepathic link with a number of creatures equal to your Intelligence modifier (minimum of 1) that you can see for 1 hour. Creatures don't need to share a language, but they must be able to speak one language to communicate telepathically. At the end of the hour, you can spend 1 Psi Point to extend the duration of your telepathic link by 1 hour." + ] + } + ] + }, + { + "name": "Psionic Blade", + "source": "LLARo", + "className": "Alternate Rogue", + "classSource": "LLARo", + "page": 4, + "subclassShortName": "Soulknife", + "subclassSource": "LLARo", + "level": 3, + "header": 2, + "entries": [ + "You can manifest Psionic Blades of pure mental energy in a free hand (no action required). Your Psionic Blades use the statistics of a dagger, but they deal psychic damage in place of piercing. You can cause your Psionic Blades to vanish at will, and when thrown, they vanish after they hit or miss. When they deal damage, Psionic Blades leave no marks.", + "As you gain Rogue levels, the damage die of your Psionic Blades increases to match the size of your Exploit Die." + ] + }, + { + "name": "Metaphysical Shift", + "source": "LLARo", + "className": "Alternate Rogue", + "classSource": "LLARo", + "page": 11, + "subclassShortName": "Soulknife", + "subclassSource": "LLARo", + "level": 7, + "header": 2, + "entries": [ + "You can shift your place in reality with the mystic power of your mind. As a bonus action on your turn, you can expend Psi Points to teleport 20 feet per Psi Point you expended to an unoccupied space that you can see within range." + ] + }, + { + "name": "Soul Strike", + "source": "LLARo", + "className": "Alternate Rogue", + "classSource": "LLARo", + "page": 11, + "subclassShortName": "Soulknife", + "subclassSource": "LLARo", + "level": 7, + "header": 2, + "entries": [ + "Your mind guides your blades. Whenever you make an attack with a Psionic Blade and miss, you can expend 1 Psi Point to add one roll of your Exploit Die to your attack roll.", + "Moreover, when you hit a creature with a Psionic Blade attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 3d6 and force the creature to make an Intelligence saving throw. On a failed save, it cannot take reactions until the start of its next turn, and can only do one of the following on its next turn: move up to its full speed, use one action, or use one bonus action." + ] + }, + { + "name": "Shimmer", + "source": "LLARo", + "className": "Alternate Rogue", + "classSource": "LLARo", + "page": 11, + "subclassShortName": "Soulknife", + "subclassSource": "LLARo", + "level": 13, + "header": 2, + "entries": [ + "You can erase your presence from the minds of others. As an action, you can veil yourself with psionic energy as if you had cast the invisibility spell on yourself. However, unlike the spell, this feature does not require your concentration.", + "Once you use this feature to turn invisible, you can't do so again until you finish a long rest. When you have no uses left you can expend 1 Psi Point to use this feature again." + ] + }, + { + "name": "Mental Scourge", + "source": "LLARo", + "className": "Alternate Rogue", + "classSource": "LLARo", + "page": 11, + "subclassShortName": "Soulknife", + "subclassSource": "LLARo", + "level": 17, + "header": 2, + "entries": [ + "You can focus the power of your Psionic Blade to strike directly at your foe's mind. When you use Soul Strike to force a creature to make an Intelligence saving throw, you can reduce your Sneak Attack bonus by an additional 3d6 (for a total of 6d6) to empower the strike further. On a failed save, the creature is stunned until the beginning of your next turn." + ] + }, + { + "name": "Phantom", + "source": "LLARo", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Phantom", + "subclassSource": "LLARo", + "level": 3, + "entries": [ + "You have formed a mystical connection with the border between life and death, and serve as a gateway to the afterlife. You have learned to draw upon this special connection to gain knowledge from the dead, and by immersing yourself in the mystical power of death you gain strange abilities normally associated with spirits.", + { + "type": "refSubclassFeature", + "subclassFeature": "Phantom Exploits|Alternate Rogue|LLARo|Phantom|LLARo|3|LLARo" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Knowledge of the Grave|Alternate Rogue|LLARo|Phantom|LLARo|3|LLARo" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Grave Bolt|Alternate Rogue|LLARo|Phantom|LLARo|3|LLARo" + } + ] + }, + { + "name": "Phantom Exploits", + "source": "LLARo", + "className": "Alternate Rogue", + "classSource": "LLARo", + "page": 4, + "subclassShortName": "Phantom", + "subclassSource": "LLARo", + "level": 3, + "header": 2, + "entries": [ + "You learn certain Exploits at the rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.", + { + "type": "table", + "colLabels": [ + "Rogue Level", + "Exploit" + ], + "colStyles": [ + "col-3 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3rd", + "{@optfeature feint|LLARo}, {@optfeature reliable skill|LLARo}" + ], + [ + "5th", + "{@optfeature exposing strike|LLARo}, {@optfeature grasp of night|LLARo}" + ], + [ + "9th", + "{@optfeature forgotten knowledge|LLARo}" + ] + ] + } + ] + }, + { + "name": "Knowledge of the Grave", + "source": "LLARo", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Phantom", + "subclassSource": "LLARo", + "level": 3, + "header": 1, + "entries": [ + "You gain one skill or tool proficiency of your choice from beyond the grave, and when you finish a short or long rest you can replace this proficiency with another of your choice." + ] + }, + { + "name": "Grave Bolt", + "source": "LLARo", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Phantom", + "subclassSource": "LLARo", + "level": 3, + "header": 1, + "entries": [ + "You channel the pain and death of others into sinister magic. When you hit a creature with an attack that adds your Sneak Attack bonus, you can force another creature that you can see within 30 feet of your target to make a Wisdom saving throw against your Exploit save DC. On a failed save, roll half the number of dice you would roll for your Sneak Attack bonus (rounded up), and it takes necrotic damage equal to the roll." + ] + }, + { + "name": "Soul Trinkets", + "source": "LLARo", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Phantom", + "subclassSource": "LLARo", + "level": 7, + "header": 2, + "entries": [ + "You have gained the ability to siphon the energy of a departed soul. When a creature with an Intelligence of 5 or higher dies within 30 feet of you, you can use your reaction to capture a fraction of its power in a free hand, forming a Soul Trinket.", + "The DM determines the appearance of the Trinket, but it almost always reflects the true nature and values of the soul.", + "You can have a maximum number of Soul Trinkets equal to your Charisma modifier (minimum of 1), and you can't create a new Trinket while at your maximum number of Trinkets.", + "Having a Soul Trinket grants you the following benefits:", + { + "type": "list", + "items": [ + "While one is on your person, you have advantage on both death saving throws and Constitution saving throws.", + "When you hit with an attack that adds your Sneak Attack bonus, you can destroy a Soul Trinket to cause that attack to deal necrotic damage in place of its normal damage.", + "When a creature fails its saving throw against Grave Bolt you can destroy a Soul Trinket and cause the creature to be frightened of you until the beginning of your next turn.", + "As an action, you can destroy a Soul Trinket to ask the soul within one question as if you'd cast speak with dead." + ] + } + ] + }, + { + "name": "Ghastly Walk", + "source": "LLARo", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Phantom", + "subclassSource": "LLARo", + "level": 13, + "header": 2, + "entries": [ + "You can temporarily step into the realm of the dead. When you take the Dash action you can become incorporeal until the end of your current turn. While incorporeal you can move through creatures and objects as if they were difficult terrain, and you gain a temporary flying speed of 15 feet.", + "If you end your turn inside a solid object or creature you are instantly shunted to the nearest unoccupied space taking 1d10 force damage for every 5 feet you were forced to travel." + ] + }, + { + "name": "Death Knell", + "source": "LLARo", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Phantom", + "subclassSource": "LLARo", + "level": 17, + "header": 2, + "entries": [ + "You have become so acquainted with death that you can draw upon its power with ease. When you use Grave Bolt, you can force all creatures of your choice within 30 feet to make the Wisdom saving throw, and on a failed save, they take necrotic damage equal to your Sneak Attack bonus.", + "Once you use this feature you must finish a short or long rest before you can empower Grave Bolt in this way again." + ] + }, + { + "name": "Bloodknife", + "source": "LLARoE", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Bloodknife", + "subclassSource": "LLARoE", + "level": 3, + "entries": [ + "The Infernal Legions have many soldiers, but none are more deadly than those known as Bloodknives. The elite warriors of Hell's armies, Bloodknives enhance their significant skills with infernal blood magic. By sacrificing their own vitality, they gain access to sinister abilities beyond the skill of other mortal warriors. Experts at sowing chaos and death among, their foes, Bloodknives are dispatched by the Lords of Hell only when an especially powerful foe needs to be dealt with.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bloodknife Exploits|Alternate Rogue|LLARo|Bloodknife|LLARoE|3|LLARoE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Forked Tongue|Alternate Rogue|LLARo|Bloodknife|LLARoE|3|LLARoE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dread Strike|Alternate Rogue|LLARo|Bloodknife|LLARoE|3|LLARoE" + } + ] + }, + { + "name": "Bloodknife Exploits", "source": "LLARoE", "className": "Alternate Rogue", "classSource": "LLARo", @@ -3353,15 +3555,15 @@ "rows": [ [ "3rd", - "{@optfeature operative's cunning|LLARo}, {@optfeature precision strike|LLARo}" + "{@optfeature commanding presence|LLARo}, {@optfeature precision strike|LLARo}" ], [ "5th", - "{@optfeature underhanded strike|LLARoE}, {@optfeature suppressing strike|LLARo}" + "{@optfeature martial focus|LLARoE}, {@optfeature crippling strike|LLARo}" ], [ "9th", - "{@optfeature bewildering blow|LLARoE}" + "{@optfeature incite violence|LLARoE}" ] ] } @@ -3378,13 +3580,13 @@ "level": 3, "header": 1, "entries": [ - "You can sacrifice your own vitality to empower your attacks with infernal magic. When you hit a creature with a melee weapon attack, you can expend one of your Hit Dice to empower the attack with the following benefits:", + "You can sacrifice your own vitality to empower your attacks with infernal magic. When you hit a creature with a melee weapon attack, you can expend one of your own Hit Dice to empower your attack with the following benefits:", { "type": "list", "items": [ - "The attack automatically qualifies for your Sneak Attack.", - "The damage from your Sneak Attack becomes necrotic.", - "If the attack reduces the target to 0 hit points, you regain the Hit Die you expended to use this feature, and you gain temporary hit points equal to your Rogue level." + "You do not need advantage on your attack roll to qualify for Sneak Attack. All other Sneak Attack rules still apply.", + "You can choose for the attack's damage to be necrotic.", + "If the attack reduces a hostile target to 0 hit points, you regain the Hit Die you expended to use this feature, and you gain temporary hit points equal to your Rogue level." ] } ] @@ -3418,7 +3620,7 @@ ] }, { - "name": "Sinister Vitality", + "name": "Siphon Vitality", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", @@ -3428,8 +3630,7 @@ "level": 7, "header": 2, "entries": [ - "You are able to draw life from the pain you inflict. Whenever you score a critical hit with a weapon attack, you can use your reaction to regain one of your expended Hit Dice.", - "You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest." + "You can draw life from the pain you inflict. When you score a critical hit with a weapon attack against a hostile creature or reduce a hostile creature to 0 hit points you can use your reaction to regain one expended Hit Die." ] }, { @@ -3440,10 +3641,25 @@ "classSource": "LLARo", "subclassShortName": "Bloodknife", "subclassSource": "LLARoE", + "level": 7, + "header": 2, + "entries": [ + "You infuse your blade with sinister magic to strike at body and soul. When you hit a creature with a melee attack that adds your Sneak Attack bonus, you can use Cunning Strike to reduce the bonus by 1d6 and force the target to make a Charisma saving throw against your Exploit save DC.", + "On a failed save, it cannot regain hit points for the next minute. The creature can make a Charisma saving throw at the end of each of its turns, ending this effect on a success." + ] + }, + { + "name": "Vile Curse", + "source": "LLARoE", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Bloodknife", + "subclassSource": "LLARoE", "level": 13, "header": 2, "entries": [ - "You are able to curse your foes with dark magic. When you hit a creature with a Dread Strike, you can use suppressing strike without expending an Exploit Die. When used in this way, the target automatically fails its saving throw." + "You can empower your sinister magic with your own vitality. When you use Hellish Curse or Cunning Strike as part of a Dread Strike attack, the target automatically fails the initial saving throw against Hellish Curse or the Exploit you used." ] }, { @@ -3457,8 +3673,7 @@ "level": 17, "header": 2, "entries": [ - "You wield infernal magic comparable to the most powerful servants of the Lords of Hell. You can use Dread Strike at will, without expending your Hit Dice to fuel the ability.", - "Moreover, when you use Dread Strike, you can expend a Hit Die and force the target to make a Constitution saving throw against your Exploit Save DC. On a failed save, the target suffers one level of exhaustion." + "You wield infernal magic comparable to the most powerful servants of the Lords of Hell. Each time a creature fails its Charisma saving throw against your Hellish Curse feature it gains one level of exhaustion." ] }, { @@ -3478,11 +3693,11 @@ }, { "type": "refSubclassFeature", - "subclassFeature": "Aeralist|Alternate Rogue|LLARo|Daredevil|LLARoE|3|LLARoE" + "subclassFeature": "Nimble|Alternate Rogue|LLARo|Daredevil|LLARoE|3|LLARoE" }, { "type": "refSubclassFeature", - "subclassFeature": "Death from Above|Alternate Rogue|LLARo|Daredevil|LLARoE|3|LLARoE" + "subclassFeature": "Flying Strike|Alternate Rogue|LLARo|Daredevil|LLARoE|3|LLARoE" } ] }, @@ -3511,11 +3726,11 @@ "rows": [ [ "3rd", - "{@optfeature aerial maneuver|LLARo}, {@optfeature street smarts|LLARo}" + "{@optfeature aerial maneuver|LLARo}, {@optfeature lightstep|LLARo}" ], [ "5th", - "{@optfeature improvised skill|LLARo}, {@optfeature trick shot|LLARo}" + "{@optfeature dirty hit|LLARo}, {@optfeature trick shot|LLARo}" ], [ "9th", @@ -3526,7 +3741,7 @@ ] }, { - "name": "Aeralist", + "name": "Nimble", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", @@ -3536,11 +3751,11 @@ "level": 3, "header": 1, "entries": [ - "You gain a climbing speed equal to your movement speed. In addition, you use your reflexes and acrobatic skill to propel yourself through the air. When you make a running or standing long or high jump, you use your Dexterity score, in place of Strength, to calculate the distance of your jump." + "You gain a climbing speed equal to your walking speed, and you are able to climb difficult and sheer surfaces at half your normal speed without making an ability check. In addition, you can use your Dexterity score, in place of your Strength, when calculating the distance of your long jump or high jump." ] }, { - "name": "Death from Above", + "name": "Flying Strike", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", @@ -3550,8 +3765,23 @@ "level": 3, "header": 1, "entries": [ - "Your airborne body is a weapon. If you move at least 10 feet through the air and land within 5 feet of a Large or smaller creature, you can use your action to force the target to make a Strength saving throw against your Exploit Save DC. On a failure, it falls prone and takes {@dice 2d6} bludgeoning damage.", - "This special attack can apply your Sneak Attack damage, even if it doesn't meet the requirements for Sneak Attack." + "You use the momentum of your airborne body as a weapon. If you move at least 10 feet through the air and land within 5 feet of a Large or smaller creature, you can use your action to force the target to make a Strength saving throw against your Exploit Save DC. On a failure, it takes bludgeoning damage equal to two rolls of your Exploit Die and falls prone. On a success, it takes half as much damage and remains upright.", + "If you are hidden from this creature when you force it to make this saving throw, or if an enemy of your target (other than you) is within 5 feet of it and isn't unconscious, you add your Sneak Attack bonus damage to the damage roll." + ] + }, + { + "name": "Death from Above", + "source": "LLARoE", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Daredevil", + "subclassSource": "LLARoE", + "level": 7, + "header": 2, + "entries": [ + "You can strike at your foes from unorthodox airborne positions. Whenever you make a weapon attack while you are at least 10 feet off the ground and airborne you have advantage on your attack roll.", + "You also add your Dexterity modifier to the damage dealt by your Flying Strike." ] }, { @@ -3580,11 +3810,11 @@ "level": 13, "header": 2, "entries": [ - "You add your proficiency bonus to death saving throws. If you make a death saving throw and you roll a 20 or greater, it has the same effect as if you'd rolled a 20 on the d20." + "Your many close brushes with death have made you adept at escaping it. You add your proficiency bonus to death saving throws. When you make a death saving throw and roll above a 20, it has the same effect as if you rolled a 20 on the d20." ] }, { - "name": "Airborne Strikes", + "name": "Masterful Aerialist", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", @@ -3594,7 +3824,7 @@ "level": 17, "header": 2, "entries": [ - "You can maneuver yourself while airborne to strike at your enemies in unexpected ways. You have advantage on attack rolls you make while you are airborne and at least 5 feet off the ground. You also have advantage on any Dexterity ability checks and saving throws you make while you are airborne." + "You are unparalleled in your ability to maneuver your body. Whenever you make a Dexterity ability check or a Dexterity saving throw and the total result is lower than your Dexterity score, you can use your Dexterity score in place of your roll." ] }, { @@ -3614,7 +3844,7 @@ }, { "type": "refSubclassFeature", - "subclassFeature": "Gambler's Know-how|Alternate Rogue|LLARo|Gambler|LLARoE|3|LLARoE" + "subclassFeature": "Gambler's Knack|Alternate Rogue|LLARo|Gambler|LLARoE|3|LLARoE" }, { "type": "refSubclassFeature", @@ -3647,11 +3877,11 @@ "rows": [ [ "3rd", - "{@optfeature gambler's ploy|LLARoE}, {@optfeature quick quip|LLARo}" + "{@optfeature subtle con|LLARoE}, {@optfeature quick quip|LLARo}" ], [ "5th", - "{@optfeature soothing speech|LLARo}, {@optfeature underhanded strike|LLARoE}" + "{@optfeature soothing speech|LLARo}, {@optfeature trick shot|LLARoE}" ], [ "9th", @@ -3662,7 +3892,7 @@ ] }, { - "name": "Gambler's Know-how", + "name": "Gambler's Knack", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", @@ -3710,18 +3940,18 @@ ], [ "3", - "You gain temporary hit points equal the damage dealt by this attack." + "You gain temporary hit points equal to one roll of your Exploit Die." ], [ "4", - "You can choose to switch places in initiative order with the target, starting at the top of the next initiative round." + "You can choose to switch places in initiative order with the target, starting at the top of the initiative order in the next round of combat." ] ] } ] }, { - "name": "Lucky Streak", + "name": "Strange Luck", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", @@ -3731,7 +3961,7 @@ "level": 7, "header": 2, "entries": [ - "Your attacks have been blessed with an entertaining, yet strange, luck. Your weapon attack rolls score a critical hit on a roll of 7 or 20 on the d20, but rolls of 13 or 1 on the d20 are both considered critical failures. Good luck!" + "You are blessed with an entertaining, yet strange, luck. Your weapon attack rolls score a critical hit on a roll of 7 or 20 on the d20, but your weapon attack rolls of 13 or 1 on the d20 are both considered critical failures. Good luck!" ] }, { @@ -3745,7 +3975,8 @@ "level": 13, "header": 2, "entries": [ - "You have advantage on initiative rolls, and the first attack you make with playing cards after you roll initiative gains a Pick a Card effect of your choice." + "You always make the first move. You have advantage on your initiative rolls, and if you make a playing card attack during your first turn, you can choose the effect of Pick a Card.", + "You also learn the quick draw Exploit, but it doesn't count against your total number of Exploits Known. When you use this Exploit it also works for your thrown weapon attacks." ] }, { @@ -3760,106 +3991,74 @@ "header": 2, "entries": [ "Your good fortune is another's bad luck. When you roll a 6 on a d6 for one of your Sneak Attack damage rolls, you can roll one additional d6, adding the result to your damage roll.", - "In addition, the damage dealt by your playing card attacks increases by {@dice 1d4}, and you can choose which d4 result you use to determine the attack's Pick a Card effect." + "In addition, the damage dealt by your playing card attacks increases to {@dice 2d4}, and you can choose which d4 result you use to determine the attack's Pick a Card effect." ] }, { - "name": "Justicar", + "name": "Avenger", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", "classSource": "LLARo", - "subclassShortName": "Justicar", + "subclassShortName": "Avenger", "subclassSource": "LLARoE", "level": 3, "entries": [ - "Most adventurers who serve the gods do so openly as priests, Clerics, and Paladins. However, some dark and ruthless gods bestow divine power upon Justicars. These zealous servants work tirelessly to impose the will of their god and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.", + "Most adventurers who serve the gods do so openly as priests, Clerics, and Paladins. However, some dark and ruthless gods bestow divine power upon Avengers. These zealous servants work tirelessly to impose the will of their god and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.", { "type": "refSubclassFeature", - "subclassFeature": "Justicar Exploits|Alternate Rogue|LLARo|Justicar|LLARoE|3|LLARoE" + "subclassFeature": "Anointed Magic|Alternate Rogue|LLARo|Avenger|LLARoE|3|LLARoE" }, { "type": "refSubclassFeature", - "subclassFeature": "Anointed Magic|Alternate Rogue|LLARo|Justicar|LLARoE|3|LLARoE" + "subclassFeature": "Channel Divinity|Alternate Rogue|LLARo|Avenger|LLARoE|3|LLARoE" }, + { "type": "refSubclassFeature", - "subclassFeature": "Divine Awareness|Alternate Rogue|LLARo|Justicar|LLARoE|3|LLARoE" + "subclassFeature": "Consecrated Blade|Alternate Rogue|LLARo|Avenger|LLARoE|3|LLARoE" } ] }, { - "name": "Justicar Exploits", + "name": "Anointed Magic", "source": "LLARoE", "className": "Alternate Rogue", "classSource": "LLARo", - "page": 4, - "subclassShortName": "Justicar", + "page": 5, + "subclassShortName": "Avenger", "subclassSource": "LLARoE", "level": 3, "header": 2, "entries": [ - "You learn certain Exploits at the rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.", + "Because of your fervent devotion to your god you have gained the ability to channel their Divine Favor to cast holy spells:", { - "type": "table", - "colLabels": [ - "Rogue Level", - "Exploit" - ], - "colStyles": [ - "col-3 text-center", - "col-11 text-left" - ], - "rows": [ - [ - "3rd", - "{@optfeature scholar's insight|LLARo}, {@optfeature smoke bomb|LLARo}" - ], - [ - "5th", - "{@optfeature blunt strike|LLARoE}, {@optfeature martial focus|LLARoE}" - ], - [ - "9th", - "{@optfeature forgotten knowledge|LLARoE}" - ] + "type": "entries", + "name": "Divine Favor", + "entries": [ + "The blessings of your god are represented by a pool of Divine Favor. The Anointed Magic table on the next page shows how much Divine Favor you have to cast Avenger spells of 1st-level and higher. To cast a spell, you must expend Divine Favor equal to the spell's level, and you regain all your expended Divine Favor when you finish a short or long rest." ] - } - ] - }, - { - "name": "Anointed Magic", - "source": "LLARoE", - "className": "Alternate Rogue", - "classSource": "LLARo", - "page": 5, - "subclassShortName": "Justicar", - "subclassSource": "LLARoE", - "level": 3, - "header": 2, - "entries": [ - "Your blind loyalty to the god you serve has granted you the ability to cast divine spells, much like a Paladin does.", + }, { "type": "entries", - "name": "Spell Slots", + "name": "Divine Limit", "entries": [ - "The Anointed Magic table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your Justicar spells of 1st-level or higher, you must expend one of these spell slots. You regain all of your expended spell slots when you finish a short or long rest.", - "For example, when you are 7th level, you have two 2nd-level Anointed Magic spell slots. To cast the 1st-level spell guiding bolt, you must spend one of these Anointed Magic slots, and you cast guiding bolt as a 2nd-level spell." + "Your Rogue level limits the amount of Divine Favor that you can channel at one time. This limit is reflected in the Divine Limit column of the Anointed Magic Table." ] }, { "type": "entries", "name": "Spells Known of 1st Level and Higher", "entries": [ - "You learn two 1st-level spells of your choice from the Justicar spell list on the following page. The Spells Known column of the Anointed Magic table shows when you learn more Justicar spells of 1st-level or higher. Your spells must be of a level equal to the Slot Level on the Anointed Magic table, or lower.", - "When you gain a level, you can choose a Justicar spell you know and replace it with another spell from the Justicar spell list, which must be of a level for which you have spell slots." + "You learn two 1st-level spells of your choice from the Avenger spell list on the next page. The Spells Known column of the Anointed Magic table shows when you learn more Avenger spells of 1st-level or higher. Spells you learn must be of a level equal to, or lower than, the Divine Limit for your Rogue level.", + "Whenever you gain a level, you can choose one Avenger spell you know and replace it with another Avenger spell of your choice of a level equal to your Divine Limit or lower." ] }, { "type": "entries", "name": "Spellcasting Ability", "entries": [ - "Charisma is your spellcasting ability for your Justicar spells, so you use your Charisma whenever a spell refers to your spellcasting ability, when you set a spell saving throw DC, or when you make a spell attack roll.", + "Charisma is your spellcasting ability for your Avenger spells, so you use your Charisma whenever a spell refers to your spellcasting ability, when you set a spell saving throw DC, or when you make a spell attack roll.", { "type": "abilityDc", "name": "Spell save DC", @@ -3879,48 +4078,76 @@ ] }, { - "name": "Divine Awareness", + "name": "Channel Divinity", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", "classSource": "LLARo", - "subclassShortName": "Justicar", + "subclassShortName": "Avenger", "subclassSource": "LLARoE", "level": 3, "header": 1, "entries": [ - "As a bonus action, you can open your senses to the presence of powerful good and evil. For the next minute, you know the location of any celestial, fiend, or undead within 60 feet that is not shielded from divination magic. You know the creature type of any creature you sense, but not its specific identity.", - "Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend an Anointed Magic spell slot to use it again." + "You can draw upon the divine power of your god to produce miraculous effects. You know two Channel Divinity effects, both are listed below. When you Channel Divinity, you choose which option to use. You must then finish a short or long rest before you can use either Channel Divinity option again.", + { + "type": "entries", + "name": "Divine Awareness", + "entries": [ + "As a bonus action, you can grasp a holy symbol of your god and open your senses to the presence of both powerful good and sinister evil. For 1 minute, you know the exact location and creature type of any celestial, fiend, or undead within 60 feet that is not shielded from divination magic." + ] + }, + { + "type": "entries", + "name": "Vow of Enmity", + "entries": [ + "As a bonus action, you can hold aloft a holy symbol of your god and utter a vow of enmity against one creature that you can see within 10 feet. For 1 minute, or until that creature is slain, you have advantage on all attack rolls against it." + ] + } + ] + }, + { + "name": "Consecrated Blade", + "source": "LLARoE", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Avenger", + "subclassSource": "LLARoE", + "level": 3, + "header": 2, + "entries": [ + "Your weapons are blessed by the heavens to smite enemies and blasphemers. Over the course of 1 hour, which can be during a short or long rest, you can touch a melee weapon that you are proficient with and perform a special ritual to Consecrate it to your god and their divine purpose.", + "This Consecrated weapon becomes a holy symbol of your god and can be used as a spellcasting focus for your Avenger spells. You can also add your Sneak Attack bonus to attacks with it even if it does not have the finesse property. However, all other rules of for Sneak Attack bonus still apply.", + "You can have only one Consecrated weapon at a time." ] }, { - "name": "Consecrated Strikes", + "name": "Avenging Strikes", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", "classSource": "LLARo", - "subclassShortName": "Justicar", + "subclassShortName": "Avenger", "subclassSource": "LLARoE", "level": 7, "header": 2, "entries": [ - "Your fanatical devotion imbues your strikes with holy power. When you use an Exploit that deals damage, you can choose for it to deal radiant damage in place of its normal damage.", - "Moreover, when your Divine Awareness is active, you can choose for your Sneak Attack bonus damage to be radiant." + "As a bonus action, you can expend 1 Divine Favor to infuse a Consecrated weapon you are holding with divine power. For the next minute, your attacks with that weapon deal radiant damage in place of its normal damage type.", + "Moreover, your attacks with a Consecrated weapon score a critical hit on a roll of 19-20 on the d20. The critical hit range for your Consecrated weapon increases by 1 again at certain Rogue levels: at 13th level (18-20) and at 17th level (17-20)." ] }, { - "name": "Holy Judgement", + "name": "Divine Step", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", "classSource": "LLARo", - "subclassShortName": "Justicar", + "subclassShortName": "Avenger", "subclassSource": "LLARoE", "level": 13, "header": 2, "entries": [ - "You pour out divine wrath on extraplanar and unholy foes. While your Divine Awareness is active, your weapon attacks against celestials, fiends, and undead score a critical hit on a roll of 19 or 20 on the d20.", - "When you reach 17th level, your attacks against these creatures score a critical hit on a roll of 18-20 on the d20." + "Nothing can stand between you and those you have marked for divine justice. As a bonus action, you can expend 2 Divine Favor to instantly teleport to an unoccupied space you can see within 5 feet of a hostile creature. When you appear you can make one weapon attack against it with advantage." ] }, { @@ -3929,12 +4156,13 @@ "page": 48, "className": "Alternate Rogue", "classSource": "LLARo", - "subclassShortName": "Justicar", + "subclassShortName": "Avenger", "subclassSource": "LLARoE", "level": 17, "header": 2, "entries": [ - "Your devotion wards you from magic that would hinder your divinely ordained work. Whenever you are forced to make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (minimum of +1)." + "You stand among the most loyal and trusted mortal servants of your god. If you roll initiative with no uses of your Channel Divinity remaining you instantly regain one expended use.", + "Also, whenever you reduce a creature marked by Vow of Enmity to 0 hit points, you can either mark another creature within range, or regain expended Divine Favor equal to your Charisma modifier (minimum of 1 Divine Favor)." ] }, { @@ -3987,15 +4215,15 @@ "rows": [ [ "3rd", - "{@optfeature street smarts|LLARoE}, {@optfeature sweeping strike|LLARo}" + "{@optfeature streetwise|LLARoE}, {@optfeature sweeping strike|LLARo}" ], [ "5th", - "{@optfeature dirty hit|LLARo}, {@optfeature suppressing strike|LLARo}" + "{@optfeature dirty hit|LLARo}, {@optfeature grasp of night|LLARo}" ], [ "9th", - "{@optfeature survey settlement|LLARo}" + "{@optfeature recruit informant|LLARo}" ] ] } @@ -4018,7 +4246,7 @@ "items": [ "You gain proficiency with improvised weapons.", "Your unarmed strikes deal bludgeoning damage equal to your Exploit Die + your Strength modifier on hit.", - "You can apply your Sneak Attack bonus to your attacks with improvised weapons and your unarmed strikes.", + "You can apply your Sneak Attack bonus to your attacks with improvised weapons, unarmed strikes, and simple melee weapons. All other Sneak Attack rules still apply.", "You can use the bonus action granted by your Cunning Action to attempt a grapple or shove attack.", "You can use your Constitution, instead of Dexterity, to calculate your Armor Class in light and medium armor." ] @@ -4040,7 +4268,7 @@ ] }, { - "name": "Imposing Glance", + "name": "Intimidating Blow", "source": "LLARoE", "page": 48, "className": "Alternate Rogue", @@ -4050,8 +4278,7 @@ "level": 7, "header": 2, "entries": [ - "You can strike fear into the hearts of the weak with a glance. As a bonus action, you can force one creature within 30 feet that can see you to make a Wisdom saving throw against your Exploit Save DC. On a fail, the creature is frightened of you until the start of your next turn, and you have advantage on the next attack roll you make against it while frightened.", - "You can use this feature a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest. If you have no uses remaining, you can expend an Exploit Die to use this feature one additional time." + "Your ruthless style of fighting inspires fear in your enemies. When you hit a creature with a melee attack that adds your Sneak Attack bonus, you can use Cunning Strike to reduce the bonus by 2d6 and force the target of your attack or one creature that can see you within 30 feet to make a Wisdom saving throw against your Exploit save DC. On a failed save, it is frightened of you until the end of your next turn." ] }, { @@ -4065,7 +4292,8 @@ "level": 7, "header": 2, "entries": [ - "Fear is a weapon to be used against cowards and the weak-willed. You gain immunity to the frightened condition." + "Fear is a weapon that only works against cowards and the weak-willed. You gain immunity to the frightened condition.", + "In addition, you have advantage on any weapon attacks you make against a creature that is currently frightened of you." ] }, { @@ -4101,8 +4329,8 @@ "level": 17, "header": 2, "entries": [ - "You can combine a creature's fear with your deadly attacks to strike with ruthless efficiency. When you hit a creature that is currently frightened of you with a melee attack that includes your Sneak Attack bonus damage, you can choose to make that attack an automatic critical hit.", - "You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses left, you can expend an Exploit Die to use it again." + "You strike with at those who fear you with ruthless intent. When you add your Sneak Attack bonus to a melee weapon attack against a creature that is frightened of you, you can choose for your attack to become an automatic critical hit.", + "Once you use this feature you must finish a short or long rest before you can use it again." ] }, { @@ -4127,14 +4355,6 @@ { "type": "refSubclassFeature", "subclassFeature": "Explosives|Alternate Rogue|LLARo|Saboteur|LLARoE|3|LLARoE" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Hand Bomb|Alternate Rogue|LLARo|Saboteur|LLARoE|3|LLARoE" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Arcane Explosive|Alternate Rogue|LLARo|Saboteur|LLARoE|3|LLARoE" } ] }, @@ -4203,94 +4423,35 @@ "level": 3, "header": 1, "entries": [ - "You gain proficiency with alchemist's supplies, along with the knowledge of synthesizing Black Powder and Explosives:", + "You gain proficiency in alchemist's supplies, along with the knowledge of synthesizing the powerful {@filter Explosives|optionalfeatures|feature type=LL:BOOM} below:", { "type": "entries", - "name": "Black Powder Charges.", + "name": "Explosives Known", "entries": [ - "At the end of each long rest, you can use your alchemist's supplies to produce a number of Black Powder Charges equal to your proficiency bonus + your Intelligence modifier (minimum of 1). These Black Powder Charges are used to craft any Explosives you know. As an action, you can use your alchemist's supplies to craft one Explosive, using the amount of Black Powder Charges listed in the description. Any unused Explosives and Black Powder Charges become unusable at the end of your next long rest." + "You learn to craft two {@filter Explosives|optionalfeatures|feature type=LL:BOOM}, a {@optfeature Hand Bomb|LLARoE} and one other Explosive of your choice from the list of Saboteur Explosives as the end of this Archetype. In order to learn an Explosive you must meet any prerequisites it may have. You can learn an Explosive at the same time you meet its Rogue level prerequisite.", + "Whenever you would learn a new Devious Exploit you can choose to learn a new Explosive instead." ] }, { "type": "entries", - "name": "Explosives Known", + "name": "Crafting Explosives", "entries": [ - "You learn how to make three types of explosives; a Hand Bomb, and two other Explosives of your choice, for which you meet the prerequisites from the list on the next page. Whenever you gain a Rogue level, you can replace one Explosive you know (other then Hand Bomb) with another Explosive of your choice. You learn to craft two more Explosives of your choice when you reach 7th, 13th, and 17th level in this class." + "At the end of each long rest, you can use alchemist's supplies to craft individual Tiny objects that contain one copy of each Saboteur Explosive you know, without expending an Exploit Die. Any Explosives you craft lose their potency and become unusable at the end of your next long rest.", + "As an action, you can use your alchemist's supplies to craft another copy of a Saboteur Explosive you know by expending the number of Exploit Dice listed in its description." ] }, { "type": "entries", - "name": "Explosive Save DC", + "name": "Using Explosives", "entries": [ - "Some Explosives require the target to make a saving throw to resist their effects. If they do, the Explosives you make use your Exploit Save DC." + "A creature can take the Use an Object action to throw one of your Saboteur Explosives at a point it can see within 60 feet of it. It explodes on impact, generating the effects in its description centered on the point of impact." ] - } - ] - }, - { - "name": "Hand Bomb", - "source": "LLARoE", - "page": 48, - "className": "Alternate Rogue", - "classSource": "LLARo", - "subclassShortName": "Saboteur", - "subclassSource": "LLARoE", - "level": 3, - "header": 1, - "entries": [ - "{@note Cost: 1 Black Powder Charge}", - "As an action, you can ignite a Hand Bomb and throw it, forcing one target you can see within 60 feet to make a Dexterity saving throw. The target takes {@dice 2d6} fire damage on a failed save, and half as much damage on a success. You add your Sneak Attack bonus to the fire damage even if you don't meet the normal requirements." - ] - }, - { - "name": "Arcane Explosive", - "source": "LLARoE", - "page": 48, - "className": "Alternate Rogue", - "classSource": "LLARo", - "subclassShortName": "Saboteur", - "subclassSource": "LLARoE", - "level": 3, - "header": 1, - "entries": [ - "The table below details spell effects you can replicate with Explosives. Each time you learn this Explosive, you can choose one spell effect from the list below to learn, so long as you meet the prerequisite level, which refers to your Rogue level. If a spell normally requires your concentration, the Explosive version of that spell does not, and it lasts for the spell's full duration.", + }, { - "type": "table", - "colLabels": [ - "Level", - "Charges", - "Spell Effect" - ], - "colStyles": [ - "col-3 text-center", - "col-11 text-left" - ], - "rows": [ - [ - "3", - "1", - "{@spell earth tremor|xge}, {@spell faerie fire}, {@spell fog cloud}, {@spell grease}, {@spell thunderwave}" - ], - [ - "5", - "3", - "{@spell blindness/deafness}, {@spell enlarge/reduce}, {@spell pyrotechnics|xge}, {@spell web}" - ], - [ - "9", - "5", - "{@spell erupting earth|xge}, {@spell fireball}, {@spell stinking cloud}" - ], - [ - "13", - "7", - "{@spell banishment}, {@spell sickening radiance|xge}, {@spell vitriolic sphere|xge}" - ], - [ - "17", - "9", - "{@spell cloudkill}, {@spell immolation}, {@spell insect plague}, {@spell maelstrom|xge}, {@spell synaptic static|xge}" - ] + "type": "entries", + "name": "Explosive Save DC", + "entries": [ + "When an Explosive forces a target to make a saving throw, it does so against your Exploit Save DC" ] } ] @@ -4341,8 +4502,8 @@ "level": 7, "header": 2, "entries": [ - "Your skill allows you to formulate and use your Explosives quickly. You can use the bonus action granted by Cunning Action to craft Black Powder into an Explosive you know.", - "Also, while you are holding alchemist's supplies you can use an action to expend any number of your Exploit Dice to create one Charge of Black Powder per Exploit Die spent." + "Your skill allows you to formulate and use your Explosives quickly. You can use a bonus action on your turn to expend Exploit Dice to craft a Saboteur Explosive you know.", + "You also learn one Saboteur Explosive of your choice." ] }, { @@ -4356,8 +4517,9 @@ "level": 13, "header": 2, "entries": [ - "You are adept at catching creatures unaware. Creatures that are surprised, or have not yet acted in initiative order, have disadvantage on saving throws against your Explosives.", - "Moreover, you can use the Use an Object action to throw one of your Explosives at a target within range." + "You are adept at exploiting creatures who are unaware. Any creature that is surprised or has not yet acted during the first round of combat has disadvantage on its initial saving throw against any Saboteur Explosives thrown by you.", + "In addition, whenever you roll initiative, you can craft a {@optfeature Hand Bomb|LLARoE} without expending an Exploit Die, or craft one Explosive you know, expending Exploit Dice as normal.", + "You also learn one Saboteur Explosive of your choice." ] }, { @@ -4371,7 +4533,9 @@ "level": 17, "header": 2, "entries": [ - "The ancient magics of Druidic Circles are jealously guarded secrets, only taught to those deemed worthy. Skinchangers are Rogues that have been granted or have stolen, a portion of this ancient magic, and use this primal power to enhance their other skills. Often found in the service of powerful Fey or Archdruids, Skinchangers take on the shapes of animals to infiltrate places that no other Rogue could possibly go." + "You have modified your Explosives so you can detonate them from afar. When you craft an Explosive, you can incorporate a rudimentary arcane remote to trigger the Explosive from afar.", + "As an action, you can trigger one Explosive that is crafted with a remote trigger, so long as you are within 200 feet of it.", + "Lastly, you learn a final Saboteur Explosive of your choice." ] }, { @@ -4425,11 +4589,11 @@ "rows": [ [ "3rd", - "{@optfeature aerial maneuver|LLARo}, {@optfeature keen observation|LLARo}" + "{@optfeature aerial maneuver|LLARo}, {@optfeature cunning instinct|LLARo}" ], [ "5th", - "{@optfeature improvised skill|LLARo}, {@optfeature underhanded strike|LLARoE}" + "{@optfeature improvised skill|LLARo}, {@optfeature crippling strike|LLARoE}" ], [ "9th", @@ -4450,7 +4614,7 @@ "level": 3, "header": 1, "entries": [ - "You learn to speak, read, and write Druidic, the language of Druids. You can use this language to leave hidden messages. Those who know Druidic always notice such messages.", + "You have been taught (or stolen) the secrets of the Druids. You learn to speak, read, and write Druidic, the language of Druids. You can use this language to leave hidden messages. Those who know Druidic always notice such messages, but others must succeed on an Intelligence (Investigation) check against your Exploit save DC to decipher it without magic.", "You also count as a Rogue and a Druid for the purposes of attuning to magic items and using spell scrolls." ] }, @@ -4465,10 +4629,12 @@ "level": 3, "header": 1, "entries": [ - "The druidic magic you have acquired allows you to steal the forms of beasts. As a bonus action, you can magically assume the form of any beast that you have touched. Your Rogue level limits the beasts that you can transform into, as shown in the table below. You must follow all other rules for Wild Shape as detailed in the Druid class in the Player's Handbook.", - "Also, once per turn, while you are in beast form, you can apply your Sneak Attack bonus to a natural weapon attack so long as you meet the normal conditions for Sneak Attack.", - "You can stay in Wild Shape for up to one hour, at which point you revert to your normal form. You can revert to your normal form earlier if you use a bonus action to do so, or if you fall unconscious, you drop to 0 hit points, or you die.", - "Once you use your Wild Shape feature you must finish a short or long rest before you can Wild Shape again.", + "The druidic magic you have acquired allows you to steal the forms of beasts. You start with knowledge of three different Beast Forms of CR 1/4 or lower that do not have a flying or swimming speed. You can learn additional Beast Forms by touching a living Beast within the restrictions for your Rogue level on the Skinchanger Beast Forms table below.", + "At certain Rogue levels, you are able to learn Beast Forms of a higher CR or Forms with swimming or flying speeds, as indicated in the Skinchanger Beast Forms table below.", + "As a bonus action, you can magically transform into the shape of one Beast Form you know, following all the rules of Wild Shape found with the Druid in the Player's Handbook.", + "You can stay in Beast Form for up to one hour, at which point you revert to your normal form. You can revert to your normal form earlier if you use a bonus action to do so, if you fall unconscious, if you drop to 0 hit points, or if you die.", + "Once you use your Wild Shape feature you must finish a short or long rest before you can Wild Shape again. to one hour, at which point you revert to your normal form. You can revert to your normal form earlier if you use a bonus action to do so, if you fall unconscious, if you drop to 0 hit points, or if you die.", + "Finally, you can add your Sneak Attack bonus to natural weapon attacks while you are in Beast Form. However, all other rules of your Sneak Attack feature still apply.", { "type": "table", "colLabels": [ @@ -4604,11 +4770,11 @@ "rows": [ [ "3rd", - "{@optfeature crippling strike|LLARo}, {@optfeature first aid|LLARo}" + "{@optfeature arresting strike|LLARo}, {@optfeature first aid|LLARo}" ], [ "5th", - "{@optfeature blunt strike|LLARoE}, {@optfeature suppressing strike|LLARo}" + "{@optfeature ringing strike|LLARoE}, {@optfeature crippling strike|LLARo}" ], [ "9th", @@ -4691,6 +4857,228 @@ "Whenever you make a Wisdom (Medicine) check, you can choose to use your Rogue level in place of a d20 roll.", "In addition, you gain access to surgical abilities that rival the most powerful arcane and divine magics. As an action, you can touch a creature and inflict the effects of either the contagion or regenerate spell, using your Intelligence as your spellcasting ability. Once you recreate either spell you must finish a short or long rest before you can do so again." ] + }, + { + "name": "Seeker", + "source": "LLARoE", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Seeker", + "subclassSource": "LLARoE", + "level": 3, + "entries": [ + "Most adventurers who serve the gods do so openly as priests, Clerics, and Paladins. However, some dark and ruthless gods bestow divine power upon Seekers. These zealous servants work tirelessly to impose the will of their god and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.", + { + "type": "refSubclassFeature", + "subclassFeature": "Seeker Exploits|Alternate Rogue|LLARo|Seeker|LLARoE|3|LLARoE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Relic Hunter|Alternate Rogue|LLARo|Seeker|LLARoE|3|LLARoE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Relic Magic|Alternate Rogue|LLARo|Seeker|LLARoE|3|LLARoE" + } + ] + }, + { + "name": "Seeker Exploits", + "source": "LLARoE", + "className": "Alternate Rogue", + "classSource": "LLARo", + "page": 4, + "subclassShortName": "Seeker", + "subclassSource": "LLARoE", + "level": 3, + "header": 2, + "entries": [ + "You learn certain Exploits at the rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.", + { + "type": "table", + "colLabels": [ + "Rogue Level", + "Exploit" + ], + "colStyles": [ + "col-3 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3rd", + "{@optfeature modify device|LLARo}, {@optfeature scholarly recall|LLARo}" + ], + [ + "5th", + "{@optfeature exposing strike|LLARoE}, {@optfeature survey dungen|LLARoE}" + ], + [ + "9th", + "{@optfeature forgotten knowledge|LLARoE}" + ] + ] + } + ] + }, + { + "name": "Relic Magic", + "source": "LLARoE", + "className": "Alternate Rogue", + "classSource": "LLARo", + "page": 5, + "subclassShortName": "Seeker", + "subclassSource": "LLARoE", + "level": 3, + "header": 2, + "entries": [ + "You have cobbled together an eclectic assortment of magical objects and trinkets that grant you the following benefits:", + { + "type": "entries", + "name": "Relics", + "entries": [ + "Relics are Tiny objects imbued with strange and ancient magics, and they often resemble the origin or type of magic within them. You have a number of Relics equal to 1 + your Intelligence modifier. When your Intelligence modifier increases, you gain additional Relics of your choice. These may be Relics that you already had in your possession, but had yet to unlock the arcane secrets they contained. together an eclectic assortment of magical objects and trinkets that grant you the following benefits:" + ] + }, + { + "type": "entries", + "name": "Relic Spells", + "entries": [ + "Each of your Relics is imbued with a single Relic Spell that cannot be changed. A Relic Spell is a cantrip or ritual spell of 2nd-level or lower, from any spell list. While you have a Relic on your person, you can cast the cantrip or the ritual version of the spell imbued within it." + ] + }, + { + "type": "entries", + "name": "Saving Throws", + "entries": [ + "Your ability to use the magic of Relics is based on your understanding of their ancient workings. If a Relic requires a spellcasting modifier you use Intelligence:", + { + "type": "abilityDc", + "name": "Spell save DC", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell attack modifier", + "attributes": [ + "int" + ] + } + ] + } + ] + }, + { + "name": "Relic Hunter", + "source": "LLARoE", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Seeker", + "subclassSource": "LLARoE", + "level": 3, + "header": 1, + "entries": [ + "You have spent many long nights learning about civilizations long forgotten by most mortals. You learn to speak, read, and write two additional languages of your choice. Often, Seekers choose to learn archaic, ancient, or exotic languages.", + "You also gain proficiency in History, and if you spend at least 10 minutes touching and examining an object, you can ascertain its civilization of origin and its approximate age." + ] + }, + { + "name": "Elder Relics", + "source": "LLARoE", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Seeker", + "subclassSource": "LLARoE", + "level": 7, + "header": 2, + "entries": [ + "In your strange travels and adventures you have unearthed, bartered for, or cobbled together Elder Relics which contain esoteric, eldritch, and even divine powers. You gain an Elder Relic, which contains one of the following spells or abilities:", + { + "type": "entries", + "name": "Channel Divinity", + "entries": [ + "This Elder Relic contains the rites and prayers for a Channel Divinity from a Cleric Divine Domain of your choice. If the Channel Divinity requires a Cleric level or spellcasting modifier, you use your Rogue level and Relic spellcasting modifier. Once you use the Channel Divinity you must finish a short or long rest before you can use it again." + ] + }, + { + "type": "entries", + "name": "Relic Spells", + "entries": [ + "This Elder Relic contains sinister or forgotten eldritch power. You learn one Eldritch Invocation of your choice from those available to the Warlock class. If the Invocation has a prerequisite Warlock level, you can learn it if your Rogue level meets that level prerequisite." + ] + }, + { + "type": "entries", + "name": "Greater Ritual", + "entries": [ + "This Elder Relic contains one ritual spell of your choice of 5th-level or lower from any class spell list. Like the other Relic Spells, you can cast this spell as a ritual as long as you have this Elder Relic on your person." + ] + }, + { + "type": "entries", + "name": "Optional Rule", + "entries": [ + "Talk to your DM about using Relics that can mimic the effects of Totems, Talents, or Blood Curses!" + ] + } + ] + }, + { + "name": "Expert Archaeologist", + "source": "LLARoE", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Seeker", + "subclassSource": "LLARoE", + "level": 7, + "header": 2, + "entries": [ + "Your time in deadly tombs and dungeons has given you an uncanny ability to avoid traps and the other dangers within. You gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on any saving throw you are forced to make against traps of any kind.", + "You can use modify device at will, without spending an Exploit Die, so long as you have the correct tools.", + "You have advantage on thieves' tools or tinker's tools checks you make to investigate or disarm a trap." + ] + } + ] + }, + { + "name": "Greater Lore", + "source": "LLARoE", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Seeker", + "subclassSource": "LLARoE", + "level": 13, + "header": 2, + "entries": [ + "You have added many esoteric and forgotten secrets to your collection. You gain three additional Elder Relics of your choice. Or, you can choose to gain two Relics in place of one or more of the Elder Relics you would gain.", + "Also, when you cast a cantrip from a Relic you can add your Intelligence modifier to the damage roll." + ] + }, + { + "name": "Ancient Lore", + "source": "LLARoE", + "page": 48, + "className": "Alternate Rogue", + "classSource": "LLARo", + "subclassShortName": "Seeker", + "subclassSource": "LLARoE", + "level": 17, + "header": 2, + "entries": [ + "You understand the magic of the ancient world in a way that few living mortals do. You have advantage on saving throws you make to resist the effects of spells.", + "Finally, over the course of 1 hour, which can be during a short or long rest, you can perform a special ritual on one of your Relics or Elder Relics, changing its effect out for another possible Relic or Elder Relic effect of your choice." + ] } ], "optionalfeature": [ @@ -4738,46 +5126,37 @@ "When you make an Intelligence (Nature), Wisdom (Medicine), alchemist's supplies, or herbalism kit check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail." ] }, - { + { "name": "Blinding Debris", "source": "LLARo", - "page": 7, + "page": 9, "foundryImg": "icons/commodities/biological/eye-brown-red.webp", - "featureType": [ - "LL:1DE", - "LL:DE" - ], "entries": [ - "As a bonus action, you can expend an Exploit Die and force a creature within 10 feet to make a Constitution saving throw. On a failure, it takes piercing damage equal to your Exploit Die and is blinded until the start of your next turn." - ] - }, - { - "name": "Burglar's Finesse", - "source": "LLARo", - "page": 7, - "foundryImg": "icons/tools/hand/lockpicks-steel-grey.webp", + "As a bonus action, you can expend an Exploit Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Exploit Die and become blinded until the beginning of your next turn." + ], "featureType": [ - "LL:1DE", + "LL:2DE", "LL:DE" ], "prerequisite": [ { + "level": 5, "ability": [ { - "dex": 11 + "dex": 13 } ] } - ], - "entries": [ - "Whenever you make a Dexterity (Sleight of Hand), Dexterity (Stealth), or a thieves' or tinker's tools check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail." ] }, { - "name": "Charlatan's Guile", + "name": "Subtle Con", "source": "LLARo", - "page": 7, + "page": 9, "foundryImg": "icons/sundries/gaming/dice-runed-brown.webp", + "entries": [ + "When you make a Dexterity ({@skill Sleight of Hand}), Charisma ({@skill Deception}), or a Charisma ({@skill Performance}) check, you can expend an Exploit Die and add it to result of your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail." + ], "featureType": [ "LL:1DE", "LL:DE" @@ -4787,19 +5166,13 @@ "ability": [ { "dex": 11 - }, - { - "cha": 11 } ] } - ], - "entries": [ - "Whenever you make a Dexterity (Sleight of Hand), Charisma (Deception), or a Charisma (Performance) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know the result." ] }, { - "name": "Commander's Presence", + "name": "Commanding Presence", "source": "LLARo", "page": 7, "foundryImg": "icons/commodities/treasure/bust-carved-stone.webp", @@ -4820,40 +5193,31 @@ } ], "entries": [ - "Whenever you make a Charisma (Intimidation), Charisma (Persuasion), or Intelligence (History) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail." + "When you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.", + "Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead." ] }, { - "name": "Crippling Strike", + "name": "Arresting Strike", "source": "LLARo", - "page": 7, + "page": 9, "foundryImg": "icons/skills/wounds/bone-broken-knee-beam.webp", - "featureType": [ - "LL:1DE", - "LL:DE" - ], "entries": [ - "When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes additional damage equal to your Exploit Die and its speed is 0 until the start of your next turn." - ] - }, - { - "name": "Disarm", - "source": "LLARo", - "page": 7, - "foundryImg": "icons/skills/melee/sword-damaged-broken-glow-red.webp", + "When you hit a target with a weapon attack, you can expend one Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes bonus damage equal to one roll of your Exploit Die and its speed is 0 until the start of your next turn." + ], "featureType": [ "LL:1DE", "LL:DE" - ], - "entries": [ - "When you hit a creature with a weapon attack, you can expend an Exploit Die to force it to make a Strength saving throw. On a failure, it takes additional damage equal to your Exploit Die, and it drops an item of your choice it is holding." ] }, { - "name": "Enforcer's Cunning", + "name": "Cunning Instinct", "source": "LLARo", - "page": 7, - "foundryImg": "icons/sundries/flags/banner-flag-pirate-blue.webp", + "page": 11, + "foundryImg": "icons/creatures/abilities/paw-print-pair-purple.webp", + "entries": [ + "When you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail." + ], "featureType": [ "LL:1DE", "LL:DE" @@ -4862,74 +5226,59 @@ { "ability": [ { - "str": 11 - }, - { - "cha": 11 + "wis": 11 } ] } - ], - "entries": [ - "When you make a Strength (Athletics), Wisdom (Perception), Charisma (Intimidation), or Poisoner's Kit check, you can expend an Exploit Die and add it to the roll. You can use this Exploit after you roll, but before you know if you succeed." ] }, { - "name": "Feint", + "name": "Disarm", "source": "LLARo", "page": 7, - "foundryImg": "icons/skills/melee/maneuver-sword-katana-yellow.webp", + "foundryImg": "icons/skills/melee/sword-damaged-broken-glow-red.webp", "featureType": [ "LL:1DE", "LL:DE" ], "entries": [ - "When you make a melee weapon attack against a creature that can see you, you can expend an Exploit Die to attempt a feint as part of that attack. The target of your attack must succeed on a Wisdom saving throw, or you add your Exploit Die to both your attack roll and damage roll for that attack." + "When you hit a creature with a weapon attack, you can expend an Exploit Die to force the target to make a Strength saving throw. On a failed save, the creature takes additional damage equal to one roll of your Exploit Die, and the target drops one item of your choice that it is currently holding on the ground at its feet." ] }, { - "name": "First Aid", + "name": "Feint", "source": "LLARo", - "page": 7, - "foundryImg": "icons/magic/life/heart-hand-gold-green-light.webp", + "page": 9, + "foundryImg": "icons/skills/melee/maneuver-sword-katana-yellow.webp", + "entries": [ + "As a bonus action, you can expend one Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn." + ], "featureType": [ "LL:1DE", "LL:DE" - ], - "entries": [ - "As an action, you can touch a conscious and willing creature and expend an Exploit Die to heal them. As a reaction, the target can expend a Hit Die to regain hit points equal to its Hit Die + its Constitution modifier +your Exploit Die." ] }, - { - "name": "Keen Observation", - "source": "LLARo", - "page": 7, - "foundryImg": "icons/magic/perception/eye-slit-orange.webp", - "featureType": [ - "LL:1DE", - "LL:DE" - ], - "prerequisite": [ - { - "ability": [ - { - "int": 11 - }, - { - "wis": 11 - } - ] - } - ], + { + "name": "First Aid", + "source": "LLARo", + "page": 10, + "foundryImg": "icons/magic/life/heart-hand-gold-green-light.webp", "entries": [ - "Whenever you make an Intelligence (Investigation), Wisdom (Insight), or a Wisdom (Perception) check you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail." + "As an action, you can touch a conscious, willing creature and administer first aid. You then expend Exploit Dice (up to your proficiency bonus), roll those dice, and it gains temporary hit points equal to the amount rolled + its Constitution modifier." + ], + "featureType": [ + "LL:1DE", + "LL:DE" ] }, { - "name": "Operative's Cunning", + "name": "Inquisitive Eye", "source": "LLARo", - "page": 7, - "foundryImg": "icons/magic/nature/stealth-hide-beast-eyes-green", + "page": 11, + "foundryImg": "icons/tools/scribal/magnifying-glass.webp", + "entries": [ + "When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail." + ], "featureType": [ "LL:1DE", "LL:DE" @@ -4941,13 +5290,10 @@ "int": 11 }, { - "cha": 11 + "wis": 11 } ] } - ], - "entries": [ - "When you make a Dexterity (Stealth), Charisma (Deception), a disguise kit, or a poisoner's kit check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail." ] }, { @@ -4984,6 +5330,9 @@ "prerequisite": [ { "ability": [ + { + "int": 11 + }, { "cha": 11 } @@ -4992,8 +5341,7 @@ ], "entries": [ "While speaking, you can expend an Exploit Die to tell a short joke, quip, or another humorous anecdote. Creatures of your choice within 10 feet that can both hear and understand you forget everything you said during the 10 seconds proceeding this Exploit, and instead only remember your quip.", - "Once you use this Exploit on a creature, that creature is immune to the effects of this Exploit for the next 24 hours.", - "Finally, any creature that is immune to the charmed condition is immune to the effects of this Exploit." + "Creatures that are immune to being charmed are immune to this Exploit. Once you use this Exploit on a creature, it is immune to the effects of this Exploit for the next 24 hours." ] }, { @@ -5028,16 +5376,41 @@ } ], "entries": [ - "As an action, you can expend an Exploit Die and force a creature within 10 feet that can hear and understand you to make a Wisdom saving throw. On a failed save, it is charmed by you for 1 hour, and regards you as a friendly acquaintance for the duration. Though, it will not risk its life for you.", + "As an action, you can expend an Exploit Die and force a creature within 10 feet that can hear and understand you to make a Wisdom saving throw, and it does so with advantage if you or your allies are fighting it. On a failure, it is charmed by you for 1 hour, and regards you as a friendly acquaintance for the duration. Though, it will not risk its life for you.", "This effect immediately ends if you or your companions do anything harmful to the creature, and when the effect ends this way, the target realizes that it was deceived by you.", "Once a creature succeeds on its saving throw against this Exploit it is immune to this Exploit for the next 24 hours." ] }, { - "name": "Scholar's Insight", + "name": "Rustic Intuition", "source": "LLARo", - "page": 7, + "page": 11, + "foundryImg": "icons/skills/trades/farming-planet-bulb-orange.webp", + "entries": [ + "When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result." + ], + "featureType": [ + "LL:1DE", + "LL:DE" + ], + "prerequisite": [ + { + "ability": [ + { + "wis": 11 + } + ] + } + ] + }, + { + "name": "Scholarly Recall", + "source": "LLARo", + "page": 10, "foundryImg": "icons/sundries/books/book-symbol-triangle-silver-purple.webp", + "entries": [ + "Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result." + ], "featureType": [ "LL:1DE", "LL:DE" @@ -5050,9 +5423,6 @@ } ] } - ], - "entries": [ - "Whenever you make an Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail." ] }, { @@ -5074,7 +5444,7 @@ "page": 7, "foundryImg": "icons/consumables/potions/potion-flask-corked-orange.webp", "featureType": [ - "LL:3DE", + "LL:2DE", "LL:DE" ], "prerequisite": [ @@ -5086,8 +5456,8 @@ } ], "entries": [ - "As an action on your turn, you can expend an Exploit Die and use your alchemist's supplies to craft a vial of Alchemical Oil, choosing acid, cold, fire, or lightning for its damage type. This Oil retains its potency until the end of your next long rest.", - "A creature can take the Use an Object action to expend this vial and apply its contents to a weapon they are holding. For the next 10 minutes, that weapon deals the damage type you chose for that Alchemical Oil in place of its normal damage.", + "As an action, you can expend one Exploit Die and use your alchemist's supplies to craft a vial of Alchemical Oil, which retains its potency until the end of your next long rest. Upon creation, you choose either acid, cold, fire, or lightning as the damage type for that vial of oil. You cannot regain the Exploit Die spent on this oil until you expend this Alchemical Oil.", + "A creature can take the Use an Object action to expend the vial and apply its contents to one weapon it is holding. For the next 10 minutes, that weapon deals the damage type chosen for that Alchemical Oil in place of its normal damage.", "A creature can use its action to remove the Alchemical Oil." ] }, @@ -5097,7 +5467,7 @@ "page": 7, "foundryImg": "icons/consumables/potions/potion-jar-corked-labeled-poison-skull-green.webp", "featureType": [ - "LL:3DE", + "LL:2DE", "LL:DE" ], "prerequisite": [ @@ -5109,8 +5479,8 @@ } ], "entries": [ - "As an action, you can expend an Exploit Die and use your poisoner's kit to craft a vial of Minor Poison, which retains its potency until the end of your next long rest.", - "A creature can take the Use an Object action to expend this vial and apply it to a weapon or piece of ammunition. On its next hit, the weapon or ammunition deals poison damage in place of its normal damage, and the target must succeed on a Constitution saving throw or be poisoned for 1 minute.", + "As an action, you can expend one Exploit Die and use your poisoner's kit to craft one vial of Minor Poison, which retains its potency until the end of your next long rest. However, you cannot regain this Exploit Die until you expend this poison.", + "A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals poison damage in place of its normal damage, and the target must succeed on a Constitution saving throw or it is poisoned for 1 minute.", "The poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success." ] }, @@ -5134,7 +5504,25 @@ } ], "entries": [ - "When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Exploit Die, and until the start of your next turn it cannot take reactions and its speed is halved." + "When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Exploit Die, it falls prone, and it cannot take reactions until the start of your next turn." + ] + }, + { + "name": "Crippling Strike", + "source": "LLARo", + "page": 11, + "foundryImg": "icons/skills/wounds/injury-eyes-blood-red.webp", + "featureType": [ + "LL:2DE", + "LL:DE" + ], + "prerequisite": [ + { + "level": 5 + } + ], + "entries": [ + "When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Exploit Die, and it is {@condition blinded}, {@condition deafened}, or muted (your choice) until the start of your next turn." ] }, { @@ -5193,8 +5581,8 @@ } ], "entries": [ - "In place of an attack, you can expend an Exploit Die and touch a creature, attempting to knock it out. Roll your Exploit Die six times. If the creature's remaining hit points are less than or equal to the amount you rolled, they fall unconscious for 10 minutes. They wake up if they take damage or another creature uses an action to wake them.", - "You can expend additional Exploits Dice to increase the potency of this Exploit. For each additional Exploit Die you expend, you roll your Exploit Die three additional times to determine the total number of hit points affected." + "In place of an attack, you can expend Exploit Dice (up to your proficiency bonus) to touch a creature, attempting to knock it out. For each Exploit Die that you spent you roll three Exploit Dice, adding your Wisdom modifier to the total of all the dice. If the total meets or exceeds the creature's remaining hit points, it instantly falls asleep, and is unconscious for 10 minutes.", + "The creature instantly wakes up if it takes damage or another creature uses an action on its turn to shake or slap the sleeping creature awake." ] }, { @@ -5216,88 +5604,92 @@ ] }, { - "name": "Modify Trap", + "name": "Mechanical Insight", "source": "LLARo", - "page": 7, - "foundryImg": "icons/environment/traps/trap-jaw-green.webp", + "page": 10, + "foundryImg": "icons/commodities/tech/cog-brass.webp", + "entries": [ + "Whenever you make an ability check with a set of thieves' tools or tinker's tools you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know if you succeed or fail." + ], "featureType": [ - "LL:3DE", + "LL:1DE", "LL:DE" ], "prerequisite": [ { - "level": 5, - "feature": [ - "Tinker's Tools proficiency" + "ability": [ + { + "int": 11 + } ] } - ], - "entries": [ - "As an action, you can expend an Exploit Die and use tinker's tools to make adjustments to a trap that you can touch. The DC to overcome the trap either increases by 10, or changes to equal your Exploit save DC (your choice on use).", - "In order to use modify trap, the trap must be deactivated, and you must have access to the inner mechanisms of the trap. You cannot use this Exploit to modify a trap that has been destroyed beyond repair or a trap that cannot be reset." ] }, { - "name": "Reinforce Lock", + "name": "Modify Device", "source": "LLARo", "page": 7, - "foundryImg": "icons/sundries/misc/lock-bronze-reinforced.webp", + "foundryImg": "icons/environment/traps/trap-jaw-green.webp", "featureType": [ - "LL:2DE", + "LL:1DE", "LL:DE" ], "prerequisite": [ { - "level": 5, "feature": [ - "Thieves' tools proficiency" + "proficiency with tinker's or thieves' tools" ] } ], "entries": [ - "As an action, you can expend an Exploit Die and use thieves' tools to make adjustments to a lock, latch, or other locking mechanism. The DC to pick or break the lock increases by 10, or equals your Exploit save DC, whichever is higher." + "As an action, you can expend one Exploit Die and use either tinker's or thieves' tools to make adjustments to one trap or lock that you can touch. The DC of that trap or lock changes to equal your Exploit save DC, or increases by 5 (your choice).", + "To use this Exploit, the trap or lock must be deactivated or unlocked, and you must have access to its inner mechanisms. You cannot use this Exploit to modify a trap or lock that can't be reset, or one that has been destroyed beyond repair." ] }, { - "name": "Soothing Speech", + "name": "Lightstep", "source": "LLARo", - "page": 7, - "foundryImg": "icons/skills/social/diplomacy-handshake.webp", + "page": 10, + "foundryImg": "icons/creatures/mammals/humanoid-cat-skulking-teal.webp", + "entries": [ + "When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail." + ], "featureType": [ - "LL:2DE", + "LL:1DE", "LL:DE" ], "prerequisite": [ { - "level": 5, "ability": [ { - "cha": 13 + "dex": 11 } ] } - ], - "entries": [ - "As an action, you can expend an Exploit Die and attempt to soothe the emotions of any creature that can both hear and understand you within 20 feet, forcing them to make a Charisma saving throw. On a failed save, for the next 10 minutes, creatures become indifferent toward creatures of your choice they are currently hostile toward.", - "This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature becomes hostile again." ] }, { - "name": "Suppressing Strike", + "name": "Soothing Speech", "source": "LLARo", "page": 7, - "foundryImg": "icons/skills/wounds/injury-eyes-blood-red.webp", + "foundryImg": "icons/skills/social/diplomacy-handshake.webp", "featureType": [ "LL:2DE", "LL:DE" ], "prerequisite": [ { - "level": 5 + "level": 5, + "ability": [ + { + "cha": 13 + } + ] } ], "entries": [ - "When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Exploit Die, and it is blinded, deafened, or muted (your choice) until the start of your next turn." + "As an action, you can expend an Exploit Die and attempt to soothe the emotions of any creature that can both hear and understand you within 20 feet, forcing them to make a Charisma saving throw. On a failed save, for the next 10 minutes, creatures become indifferent toward creatures of your choice they are currently hostile toward.", + "This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature becomes hostile again." ] }, { @@ -5328,7 +5720,7 @@ "type": "list", "items": [ "One trap in the area. This includes any mechanical or natural effect that was intended to harm an intruder.", - "One active spell in the area that was cast at a level equal to your proficiency bonus or lower.", + "One active spell in the area that was cast at a level equal to your Intelligence modifier or lower.", "One secret compartment, door, or passageway." ] }, @@ -5368,7 +5760,7 @@ "page": 7, "foundryImg": "icons/consumables/potions/potion-jar-corked-labeled-poison-skull-green.webp", "featureType": [ - "LL:2DE", + "LL:3DE", "LL:DE" ], "prerequisite": [ @@ -5381,8 +5773,8 @@ ], "entries": [ "{@note You can use this Exploit once per short or long rest.}", - "As an action, you can expend an Exploit Die and use your poisoner's kit to craft a vial of Greater Poison, which retains its potency until the end of your next long rest.", - "A creature can take the Use an Object action to expend the vial and apply it to a weapon or piece of ammunition. The next time the weapon or ammunition hits a creature it deals additional poison damage equal to your Exploit Die, and the target must make a Constitution saving throw. On a failed save, the creature suffers the following effects for 1 minute:", + "As an action on your turn, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Greater Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.", + "A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals additional poison damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw or suffer the following effects for 1 minute:", { "type": "list", "items": [ @@ -5509,7 +5901,7 @@ ], "entries": [ "{@note You can use this Exploit once per short or long rest.}", - "When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with extreme precision as to inflict crippling pain in place of dealing damage. While it is affected by crippling pain it suffers the following effects:", + "When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with precision to inflict pain instead of dealing damage. It must succeed on a Constitution saving throw or suffer the following effects for 1 minute:", { "type": "list", "items": [ @@ -5541,10 +5933,9 @@ ], "entries": [ "{@note You can use this Exploit once per short or long rest.}", - "As an action, you can expend an Exploit Die and use your poisoner's kit to craft a vial of Advanced Poison, which retains its potency until the end of your next long rest.", - "A creature can take the Use an Object action to expend the vial and apply it to a weapon or piece of ammunition. The next time the weapon or ammunition hits a creature it deals additional acid damage equal to your Exploit Die, and the target must succeed on a Constitution saving throw, or have disadvantage on all attack rolls and ability checks for 1 hour.", - "If it fails by 5 or more, it is also blinded for the duration.", - "As an action on its turn, the poisoned creature can repeat this saving throw. On a success, the effects of this poison end. On a failure, it takes acid damage equal to your Exploit Die." + "As an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Advanced Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.", + "A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional acid damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw, or have disadvantage on all attack rolls and ability checks for 1 hour. If it fails by 5 or more, it is blinded for the duration.", + "As an action, the creature can repeat this saving throw. On a successful save, the effects end, but on a failed save, it takes additional acid damage equal to one roll of your Exploit Die." ] }, { @@ -5619,8 +6010,8 @@ ], "entries": [ "{@note You can use this Exploit once per short or long rest.}", - "As an action, you can expend an Exploit Die and use your poisoner's kit to craft a vial of Masterwork Poison, that retains its potency until the end of your next long rest.", - "A creature can take the Use an Object action to expend this vial and apply it to a weapon or piece of ammunition. The next time the weapon or ammunition hits a creature it deals additional necrotic damage equal to five rolls of your Exploit Die, and the target must make a Constitution saving throw. On a failed save, the creature has disadvantage on all attack rolls and ability checks until a spell of 5th-level or higher is used to neutralize the poison (such as greater restoration).", + "As an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Masterwork Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.", + "A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional necrotic damage equal to two rolls of your Exploit Die for each Exploit Die you spent, and the target must make a Constitution saving throw. On a failed save, it has disadvantage on all attack rolls and ability checks until a spell of 5th-level or higher is used to neutralize the poison (such as greater restoration).ke the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional necrotic damage equal to two rolls of your Exploit Die for each Exploit Die you spent, and the target must make a Constitution saving throw. On a failed save, it has disadvantage on all attack rolls and ability checks until a spell of 5th-level or higher is used to neutralize the poison (such as greater restoration).", "If the creature fails by 5 or more, it is incapacitated, and it cannot move or speak until it is cured of this poison." ] }, @@ -5645,224 +6036,52 @@ ], "entries": [ "{@note You can use this Exploit once per short or long rest.}", - "When you take damage, you can use your reaction to expend an Exploit Die and move with supernatural agility and somehow avoid the triggering damaging effect as if it never affected you at all." + "When you take damage, you can use your reaction to expend one Exploit Die and move with supernatural agility and speed to an unoccupied space within 10 feet, somehow avoiding the triggering damaging effect as if it never affected you at all." ] }, { - "name": "Trickster's Blessing", + "name": "Mortal Blow", "source": "LLARo", "page": 7, - "foundryImg": "icons/creatures/unholy/demons-horned-glowing-pink.webp", + "foundryImg": "icons/skills/melee/strike-dagger-skull-white.webp", "featureType": [ "LL:5DE", "LL:DE" ], "prerequisite": [ { - "level": 17, - "ability": [ - { - "dex": 17 - } - ] - } - ], - "entries": [ - "{@note You can use this Exploit once per short or long rest.}", - "When you use your Cunning Action to take the Hide action, you can expend an Exploit Die to hide with inconceivable and supernatural skill. So long as there is a place to hide within 60 feet, you are automatically considered to be hidden from all creatures, no matter what special senses or magic they may have. Once hidden in this way, you instantly appear in a hidden location of your choice within 60 feet." - ] - }, - { - "name": "Maneuvering Order", - "source": "LLARo", - "foundryImg": "icons/tools/navigation/map-marked-red.webp", - "page": 7, - "featureType": [ - "LL:1DE", - "LL:TE" - ], - "entries": [ - "When you take the Attack action, you can issue this Order in place of one of your attacks, targeting a creature that can see or hear you within 30 feet. The target can use its reaction to move up to its speed without provoking opportunity attacks." - ] - }, - { - "name": "Defensive Order", - "source": "LLARo", - "page": 7, - "foundryImg": "icons/skills/melee/shield-block-gray-orange.webp", - "featureType": [ - "LL:2DE", - "LL:TE" - ], - "prerequisite": [ - { - "level": 5 - } - ], - "entries": [ - "When you take the Attack action, you can issue this Order in place of one of your attacks, targeting a creature that can see or hear you within 30 feet. It gains a bonus to its Armor Class equal to your Leadership modifier (minimum of +1) until the beginning of your next turn." - ] - }, - { - "name": "Surprise Attack", - "source": "LLARo", - "page": 7, - "foundryImg": "icons/weapons/daggers/dagger-glowing-white.webp", - "featureType": [ - "LL:2DE", - "LL:TE" - ], - "prerequisite": [ - { - "level": 5, - "ability": [ - { - "int": 13 - } - ] - } - ], - "entries": [ - "As an action on your turn, you can expend an Exploit Die to command a creature within 30 feet that can see or hear you to attack. The target immediately makes one weapon attack with advantage, adding your Exploit Die to the damage roll." - ] - }, - { - "name": "Tactical Reposition", - "source": "LLARo", - "page": 7, - "foundryImg": "icons/tools/navigation/map-chart-tan.webp", - "featureType": [ - "LL:3DE", - "LL:TE" - ], - "prerequisite": [ - { - "level": 9, - "ability": [ - { - "int": 15 - } - ] + "level": 17 } ], "entries": [ "{@note You can use this Exploit once per short or long rest.}", - "As an action, you can expend an Exploit Die and dictate a course of action to a number of creatures within 30 feet that can see or hear you equal to your Leadership modifier (minimum of 1). The targets can use their reaction to move up to their speed without provoking opportunity attacks." - ] - }, - { - "name": "Lightstep", - "source": "LLARo", - "page": 10, - "foundryImg": "icons/creatures/mammals/humanoid-cat-skulking-teal.webp", - "entries": [ - "Whenever you make a Dexterity ({@skill Acrobatics}) or a Dexterity ({@skill Stealth}) check, or roll initiative, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail." - ], - "featureType": [ - "LL:ME", - "LL:1DE" - ], - "prerequisite": [ - { - "ability": [ - { - "dex": 11 - } - ] - } - ] - }, - { - "name": "Riposte", - "source": "LLARo", - "page": 10, - "foundryImg": "icons/skills/melee/swords-parry-block-blue.webp", - "entries": [ - "As a reaction when a creature you can see targets you with a melee attack, you can expend an Exploit Die and add it to your Armor Class against the attack. If the attack misses, you can immediately make a weapon attack against your attacker." - ], - "featureType": [ - "LL:ME", - "LL:1DE" - ], - "prerequisite": [ - { - "ability": [ - { - "dex": 11 - } - ] - } - ] - }, - { - "name": "Defensive Stance", - "source": "LLARo", - "page": 11, - "foundryImg": "icons/equipment/shield/round-wooden-boss-steel-red.webp", - "entries": [ - "As a bonus action, you can expend an Exploit Die to enter a defensive stance which lasts until the start of your next turn. Each time a creature that you can see hits you with an attack while you are in your defensive stance, you roll your Exploit Die and add it to your Armor Class against the attack." - ], - "featureType": [ - "LL:ME", - "LL:2DE" - ], - "prerequisite": [ - { - "level": { - "level": 5 - } - } - ] - }, - { - "name": "Warrior's Challenge", - "source": "LLARo", - "page": 11, - "foundryImg": "icons/skills/social/intimidation-impressing.webp", - "entries": [ - "As a bonus action, you can expend an Exploit Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll it makes against targets other than you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other than the target." - ], - "featureType": [ - "LL:ME", - "LL:2DE" - ], - "prerequisite": [ - { - "level": { - "level": 5 - } - } + "When you hit a creature with a melee weapon attack, you can expend Exploit Dice (up to your proficiency bonus) and strike at its most vulnerable point. The creature must succeed on a Constitution saving throw or gain vulnerability to the damage of your attack. If you had advantage on your attack roll, the creature makes this saving throw with disadvantage.", + "Regardless if the creature succeeds or fails on this saving throw, it takes additional damage of your weapon's type equal to two rolls of your Exploit Die for each Exploit Die spent.", + "If this damage reduces it to 50 hit points or fewer, it falls prone and is stunned until the beginning of its next turn. A creature can use a Legendary Resistance to avoid this effect." ] }, { - "name": "Heroic Focus", + "name": "Trickster's Blessing", "source": "LLARo", - "page": 12, - "foundryImg": "icons/magic/lightning/fist-unarmed-strike-blue.webp", - "entries": [ - "As a bonus action, you can expend an Exploit Die to enter a heightened state of combat focus which you must concentrate on as if you were concentrating on a spell. For the next minute, or until you lose your concentration, you gain the following benefits:", - { - "type": "list", - "items": [ - "Your speed is doubled.", - "You gain a +2 bonus to your Armor Class.", - "You have advantage on Dexterity saving throws.", - "You gain an additional action on each of your turns. It can only be used to take the {@action Attack} (one weapon attack only), {@action Dash}, {@action Disengage}, {@action Hide}, {@action Search}, or {@action Use an Object} action." - ] - }, - "When the effect ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.", - "This Exploit's effects do not stack with the {@spell haste|phb} spell." - ], + "page": 7, + "foundryImg": "icons/creatures/unholy/demons-horned-glowing-pink.webp", "featureType": [ - "LL:ME", - "LL:3DE" + "LL:5DE", + "LL:DE" ], "prerequisite": [ { - "level": { - "level": 9 - } + "level": 17, + "ability": [ + { + "dex": 17 + } + ] } + ], + "entries": [ + "{@note You can use this Exploit once per short or long rest.}", + "When you take the Hide action, you can expend one Exploit Die to hide with inconceivable and supernatural skill. So long as there is a place to hide within 60 feet, you instantly appear in one such hidden location of your choice within 60 feet, and are automatically considered to be hidden from all spells and creatures, no matter what senses or magic they might have." ] }, { @@ -5909,28 +6128,6 @@ "You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack." ] }, - { - "name": "Gambler's Ploy", - "source": "LLARoE", - "page": 7, - "foundryImg": "icons/sundries/gaming/playing-cards.webp", - "featureType": [ - "LL:1DE", - "LL:DE" - ], - "prerequisite": [ - { - "ability": [ - { - "cha": 11 - } - ] - } - ], - "entries": [ - "Whenever you make a Charisma (Deception), Charisma (Performance), or any gaming set check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail." - ] - }, { "name": "Lunge", "source": "LLARoE", @@ -5961,13 +6158,13 @@ } ], "entries": [ - "As an action, you can expend an Exploit Die and use your alchemist's supplies to craft an Oil Bomb, which retains its potency until the end of your next long rest.", - "A creature can take the Use an Object action to throw this Oil Bomb at a point it can see within 60 feet. It explodes on impact, covering a 10-foot square centered on that point with alchemical oil. Any creatures in that area must succeed on a Dexterity saving throw or fall prone.", - "The alchemical oil retains its potency on the ground for 1 minute. Creatures that enter the area or end their turn there must also succeed on a Dexterity saving throw or fall prone." + "As an action, you can expend one Exploit Die and use your alchemist's supplies to craft an Oil Bomb, which retains its potency until the end of your next long rest. However, you cannot regain this Exploit Die until you use the Oil Bomb.", + "A creature can take the Use an Object action to throw this Oil Bomb at a point it can see within 60 feet. It explodes on impact, covering a 10-foot square centered on that point with alchemical oil, turning it into difficult terrain. Any creatures in that area upon impact, and any creature that enters the area must succeed on a Dexterity saving throw or fall prone.", + "The Oil retains its potency on the ground for 1 minute." ] }, { - "name": "Street Smarts", + "name": "Streetwise", "source": "LLARoE", "page": 7, "foundryImg": "icons/creatures/unholy/demon-fire-imp.webp", @@ -5985,7 +6182,8 @@ } ], "entries": [ - "Whenever you make a Charisma (Investigation), Charisma (Persuasion), or Charisma (History) check, you can expend an Exploit Die and add it to the roll. You can use this Exploit after you roll, but before you know if you succeed or fail." + "If you are in a settlement, you can make Charisma (History) and Charisma (Investigation) checks instead of the normal Intelligence (History) or Intelligence (Investigation) checks.", + "Also, when you make a Charisma (History) or a Charisma (Investigation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail." ] }, { @@ -6005,35 +6203,27 @@ } ], "entries": [ - "AAs an action, you can expend an Exploit Die and use your alchemist's supplies to craft a Smoke Bomb, which retains its potency until the end of your next long rest.", - "A creature can take the Use an Object action to throw this Smoke Bomb at a point it can see within 60 feet. It explodes on impact, creating a 20-foot-radius sphere of alchemical smoke centered on that point. The alchemical smoke spreads around corners, and its area is heavily obscured. The smoke lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it." - ] - }, - { - "name": "Steady Aim", - "source": "LLARoE", - "page": 7, - "foundryImg": "icons/skills/ranged/target-bullseye-arrow-yellow.webp", - "featureType": [ - "LL:1DE", - "LL:DE" - ], - "entries": [ - "As a bonus action, you can give yourself advantage on your next attack roll on the current turn. You can use this Exploit only if you haven't moved during this turn, and after you use this Exploit, your speed is 0 until the end of the current turn." + "As an action, you can expend one Exploit Die and use your alchemist's supplies to craft a Smoke Bomb, which retains its potency until the end of your next long rest. However, you can't regain this Exploit Die until you use the Smoke Bomb", + "A creature can take the Use an Object action to throw this Smoke Bomb at a point it can see within 60 feet. It explodes on impact, creating a 20-foot-radius sphere of smoke, which spreads around corners, centered on the impact. The smoke heavily obscures the area and lasts for 10 minutes. It can be dispersed by a moderate wind of at least 10 miles per hour." ] }, { - "name": "Blunt Strike", + "name": "Ringing Strike", "source": "LLARoE", "page": 7, - "foundryImg": "icons/skills/melee/strike-hammer-destructive-orange.webp", + "foundryImg": "icons/magic/sonic/bell-alarm-red-purple.webp", "featureType": [ "LL:2DE", "LL:DE" ], "prerequisite": [ { - "level": 5 + "level": 5, + "ability": [ + { + "str": 13 + } + ] } ], "entries": [ @@ -6047,14 +6237,9 @@ "page": 7, "foundryImg": "icons/magic/fire/projectile-arrow-fire-orange-yellow.webp", "featureType": [ - "LL:2DE", + "LL:1DE", "LL:DE" ], - "prerequisite": [ - { - "level": 5 - } - ], "entries": [ "When you make a ranged weapon attack, you can expend an Exploit Die to light the ammunition aflame. On hit, the target takes additional fire damage equal to your Exploit Die.", "If your target is a flammable object that is not being worn or carried, you can ignite it in place of dealing damage." @@ -6078,9 +6263,27 @@ } ], "entries": [ - "As an action, you can expend an Exploit Die and use your alchemist's supplies to craft a Flash Bomb, which retains its potency until the end of your next long rest.", - "A creature can take the Use an Object action to throw this Flash Bomb at a point it can see within 60 feet. It explodes on impact, and any creature within 20 feet that can see must succeed on a Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the start of each of its turns, ending the effect on a success.", - "Creatures with the sunlight sensitivity trait make their initial saving throw against this Exploit with disadvantage." + "As an action, you can expend one Exploit Die and use your alchemist's supplies to craft a Flash Bomb, which retains its potency until the end of your next long rest. However, you can't regain this Exploit Die until you use the Flash Bomb.", + "A creature can take the Use an Object action to throw this Flash Bomb at a point it can see within 60 feet. It explodes on impact, and any creature within 20 feet of the impact that can see must succeed on a Constitution saving throw or be blinded for 1 minute. A creature with the sunlight sensitivity trait makes its initial saving throw with disadvantage.", + "A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on a success." + ] + }, + { + "name": "Heroic Will", + "source": "LLARoE", + "page": 11, + "foundryImg": "icons/magic/life/heart-glowing-red.webp", + "featureType": [ + "LL:2DE", + "LL:DE" + ], + "prerequisite": [ + { + "level": 5 + } + ], + "entries": [ + "Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend an Exploit Die and add it to the result of your roll. You can use this Exploit after you roll, but before you know if you succeed or fail." ] }, { @@ -6138,26 +6341,25 @@ ] }, { - "name": "Underhanded Strike", + "name": "Counter", "source": "LLARoE", "page": 7, "foundryImg": "icons/weapons/daggers/dagger-poisoned-curved-green.webp", "featureType": [ - "LL:2DE", + "LL:1DE", "LL:DE" ], "prerequisite": [ { - "level": 5, "ability": [ { - "wis": 13 + "dex": 11 } ] } ], "entries": [ - "When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and make a single melee weapon attack against your attacker. On hit, you add your Exploit Die to the damage roll of the attack." + "When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Exploit Die to your damage roll." ] }, { @@ -6184,7 +6386,7 @@ ], "entries": [ "{@note You can use this Exploit once per short or long rest.}", - "When you hit a creature with a melee weapon attack, you can expend an Exploit Die and strike in such a way as to send its mind reeling. The creature takes additional damage equal to twice your Exploit Die, and for the next minute, the creature cannot take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.", + "When you hit a creature with a melee weapon attack, you can expend an Exploit Die and strike with extreme force, dealing additional damage equal to two rolls of your Exploit Die and forcing it to make a Wisdom saving throw. On a failed save, it cannot take reactions and must roll a d10 at the start of each of its turns to determine its behavior, using the table below:", { "type": "table", "caption": "Bewildering Blow", @@ -6250,7 +6452,7 @@ "tableInclude": true } }, - "At the end of its turns, the creature can make a Wisdom saving throw. If it succeeds, this effect immediately ends." + "This effect lasts for 1 minute, but the creature can make a Wisdom saving throw at the end of each of its turns, instantly ending the effects of this Exploit on a successful save." ] }, { @@ -6335,7 +6537,7 @@ "{@note You can use this Exploit once per short or long rest.}", "While you are in a settlement of significant size, you can expend an Exploit Die and spend 1 hour using the Thieves' Cant found in the settlement to track down a knowledgeable figure of the criminal underworld to ask questions of.", "Should the DM decide that such a figure exists within the settlement, you must approach them alone and must make a DC 15 Intelligence or Charisma saving throw (your choice) to convince them to grant you an audience. On a failed save, you are reduced to 0 hit points, and your body is left unconscious in an alleyway or gutter somewhere in that settlement.", - "On a success, you have 1 minute to ask the figure up to five questions. The DM answers each question with one word, such as 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or 'unclear' (if the figure does not know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.", + "On a successful save, you have 2 minutes to ask the figure up to five questions. The figure answers each question with one word, such as 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or 'unclear' (if they do not know the answer). If a one-word answer would be misleading, the figure might instead offer a short phrase as an answer to that question.", "Once you use this Exploit in a settlement (successfully or unsuccessfully), you cannot use it there again for 7 full days." ] }, @@ -6360,7 +6562,7 @@ ], "entries": [ "{@note You can use this Exploit once per short or long rest.}", - "As a bonus action, you can expend an Exploit Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action to make two ranged weapon attacks if you have the ammunition.", + "As a bonus action, you can expend one Exploit Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For 1 minute, or until you lose concentration, you can use your bonus action, including the bonus action you used to use this Exploit, to make two ranged weapon attacks, so long as you have ammunition.", "The effects of this Exploit do not stack with the effects of {@spell swift quiver}." ] }, @@ -6389,6 +6591,278 @@ "As an action, you can reveal your previously undisclosed plan (which you make up at the time of its reveal) and make a DC 20 Intelligence check. You may add a skill the DM deems appropriate to your plan. On a success, your secret plans and preparations take effect perfectly as you described them.", "For example, you may reveal that you secretly purchased the perfect spell scroll last time you were in a town, or that you paid a mercenary band or airship to come to your rescue at this exact time. The nature and scope of your plans are up to you and the DM and should fit the tone of your game." ] + }, + { + "name": "Glittering Dust", + "source": "LLARoE", + "page": 7, + "foundryImg": "icons/magic/light/explosion-star-glow-silhouette.webp", + "featureType": [ + "LL:BOOM" + ], + "prerequisite": [ + { + "level": 3 + } + ], + "entries": [ + "{@note Cost: 1 Exploit Die.}", + "On impact, reflective particles cover a 20-foot cube, forcing creatures in that area to make a Dexterity saving throw. On a failed save, creatures are covered in these particles, and any attack roll made against them is made with advantage.", + "A creature can use its action to scrape all these reflective particles off of it, ending the effects of this Explosive." + ] + }, + { + "name": "Hand Bomb", + "source": "LLARoE", + "page": 7, + "foundryImg": "icons/weapons/thrown/bomb-fuse-black-grey.webp", + "featureType": [ + "LL:BOOM" + ], + "prerequisite": [ + { + "level": 3 + } + ], + "entries": [ + "{@note Cost: 1 Exploit Die.}", + "On impact, this simple, yet effective explosive detonates and forces targets within 5 feet to make a Dexterity saving throw. They take fire damage equal to your Sneak Attack bonus on a failed save, and half as much fire damage on a success." + ] + }, + { + "name": "Seismic Charge", + "source": "LLARoE", + "page": 7, + "foundryImg": "icons/weapons/thrown/bomb-pressure-black.webp", + "featureType": [ + "LL:BOOM" + ], + "prerequisite": [ + { + "level": 3 + } + ], + "entries": [ + "{@note Cost: 1 Exploit Die.}", + "On impact, this bomb disrupts the earth, forcing creatures within 10 feet to make a Strength saving throw. On a failure, they take thunder damage equal to half your Sneak Attack bonus, and any Large or smaller creatures fall prone. On a success, they take half as much damage and don't fall.", + "Any non-magical structure crafted from wood, earth, or stone takes the maximum damage from this Explosive.", + "If the area within this explosion is loose dirt or stone it becomes difficult terrain. A creature can use an action on its turn to clear a 5-foot square of this difficult terrain." + ] + }, + { + "name": "Tangleroot", + "source": "LLARoE", + "page": 7, + "foundryImg": "icons/creatures/tentacles/tentacle-earth-green.webp", + "featureType": [ + "LL:BOOM" + ], + "prerequisite": [ + { + "level": 3 + } + ], + "entries": [ + "{@note Cost: 1 Exploit Die.}", + "On impact, synthetic vines burst forth, and creatures within 5 feet must make a Dexterity saving throw. On a failure, they are restrained by the vines for up to 1 minute. As an action, a restrained creature can make a Strength or Dexterity check (its choice) against your Exploit save DC. On a success, they escape from the effect of the restraining vines." + ] + }, + { + "name": "Alchemical Webbing", + "source": "LLARoE", + "page": 7, + "foundryImg": "icons/creatures/webs/web-spider-pink.webp", + "featureType": [ + "LL:BOOM" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "{@note Cost: 2 Exploit Die.}", + "On impact, sticky alchemical webbing covers a 20-foot cube creating difficult terrain and lightly obscuring the area of the cube. If there aren't any vertical surfaces, walls, or ceilings to support the webbing, it collapses and instantly dissolves.", + "Any creature that starts its turn in the webbing, or enters the area during its turn must succeed on a Dexterity saving throw or become restrained by the webbing.", + "As an action, a restrained creature can make a Strength or Dexterity check (its choice) against your Exploit save DC. On a success, it is no longer restrained by the webbing.", + "The alchemical webbing remains for 1 minute. If it takes any fire damage all the webbing is instantly dissolved." + ] + }, + { + "name": "Incendiary Bomb", + "source": "LLARoE", + "page": 7, + "foundryImg": "icons/magic/fire/projectile-fireball-smoke-strong-orange.webp", + "featureType": [ + "LL:BOOM" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "{@note Cost: 2 Exploit Die.}", + "On impact, a ball of fire rushes outward in a 30-foot radius, forcing creatures within the area to make a Dexterity saving throw. Creatures take fire damage equal to your Sneak Attack bonus on a failed save, and half as much on a success.", + "Moreover, any flammable objects in this area are ignited." + ] + }, + { + "name": "Noxious Gas", + "source": "LLARoE", + "page": 7, + "foundryImg": "icons/consumables/mushrooms/convex-green-brown.webp", + "featureType": [ + "LL:BOOM" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "{@note Cost: 2 Exploit Die.}", + "On impact, a cloud of putrid yellow gas spreads outward in a 20-foot radius sphere. It spreads around corners and heavily obscures the area for 1 minute. Any creature that starts its turn within the cloud must succeed on a Constitution saving throw or spend its turn gagging a reeling from the gas. Any creature that is immune to poison or doesn't need to breathe automatically succeeds on its Constitution saving throw." + ] + }, + { + "name": "Greater Seismic Charge", + "source": "LLARoE", + "page": 7, + "foundryImg": "icons/weapons/thrown/bomb-timer.webp", + "featureType": [ + "LL:BOOM" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "{@note Cost: 3 Exploit Die.}", + "On impact, a cloud of putrid yellow gas spOn impact, this bomb disrupts the earth, forcing creatures within 30 feet to make a Strength saving throw. On a failure, they take thunder damage equal to your Sneak Attack bonus and any Huge or smaller creatures fall prone. On a success, they take half as much damage and do not fall prone.eads outward in a 20-foot radius sphere. It spreads around corners and heavily obscures the area for 1 minute. Any creature that starts its turn within the cloud must succeed on a Constitution saving throw or spend its turn gagging a reeling from the gas. Any creature that is immune to poison or doesn't need to breathe automatically succeeds on its Constitution saving throw.", + "Any non-magical structure crafted from wood, earth, or stone takes the maximum damage from this Explosive.", + "If the area within this explosion is loose dirt or stone it becomes difficult terrain. A creature can use an action on its turn to clear a 5-foot square of this difficult terrain." + ] + }, + { + "name": "Vitriolic Charge", + "source": "LLARoE", + "page": 7, + "foundryImg": "icons/magic/acid/orb-bubble-smoke-drip.webp", + "featureType": [ + "LL:BOOM" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "{@note Cost: 3 Exploit Die.}", + "Prerequisite: 13th-level Rogue, Cost: 3 Exploit Dice On impact, a wave of acidic chemicals explodes outward in a 30-foot radius forcing any creatures in that area to make a Dexterity saving throw. On a failure, they take acid damage equal to your Sneak Attack bonus, and acid damage equal to half your Sneak Attack bonus at the start of their next turn." + ] + }, + { + "name": "Astral Vortex", + "source": "LLARoE", + "page": 7, + "foundryImg": "icons/magic/control/silhouette-grow-shrink-blue.webp", + "featureType": [ + "LL:BOOM" + ], + "prerequisite": [ + { + "level": 17 + } + ], + "entries": [ + "{@note Cost: 4 Exploit Die.}", + "On impact, a rift to the Astral Plane opens and creatures within 5 feet must succeed on a Charisma saving throw or be sucked through the rift and remain there for 1 minute. After which, the rift to the Astral Plan disappears.", + "At the end of each of its turns, any creature that has been banished through the rift to the Astral Plan can repeat this saving throw, returning to its original space on a success." + ] + } + ], + "feat": [ + { + "name": "Alternate Dungeon Delver", + "source": "LLARoE", + "page": 5, + "entries": [ + "You are as skilled as one can be at exploring dungeons and disarming deadly traps. You gain the benefits listed below:", + { + "type": "list", + "items": [ + "You gain proficiency in your choice of either Perception, Investigation, or thieves' tools. Moreover, when you make an ability check using any of these proficiencies, you can treat a roll of 7 or lower on the d20 as an 8.", + "You have advantage on saving throws to avoid or resist traps and are resistant to the damage dealt by traps.", + "Traveling at a fast pace in a dungeon does not impose the normal penalty on your passive Investigation and Perception scores." + ] + } + ] + }, + { + "name": "Alternate Skulker", + "source": "LLARoE", + "page": 5, + "entries": [ + "You are an expert at slinking through shadows and staying hidden. You gain the benefits listed below:", + { + "type": "list", + "items": [ + "When you are lightly obscured, you can take the Hide action as a bonus action on your turn.", + "If you are hidden from a creature and miss with a ranged attack you don't reveal your position.", + "Dim light doesn't impose disadvantage on your ability checks that rely on your sense of sight." + ] + } + ], + "prerequisite": [ + { + "ability": [ + { + "dex": 13 + } + ] + } + ] + }, + { + "name": "Devious Training", + "source": "LLARoE", + "page": 5, + "entries": [ + "You have studied dastardly techniques to perform Devious Exploits. You gain the following benefits:", + { + "type": "list", + "items": [ + "You learn two 1st-degree Devious Exploits of your choice from those available to the Alternate Rogue. If an Exploit requires the target to make a saving throw to resist it, the DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).", + "Each time you gain a level, you can replace one Exploit with another 1st-degree Devious Exploit of your choice.", + "You gain two d4 Exploit Dice for your Exploits. An Exploit Die is expended when used. You regain all Exploit Dice when you finish a short or long rest.", + "If you have Exploit Dice from another source, you only gain one Exploit Die equal to your other Exploit Dice." + ] + } + ] + }, + { + "name": "Roguish Initiate", + "source": "LLARoE", + "page": 5, + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "You have spent time honing talents associated with the criminal underworld. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Dexterity score by 1, to a maximum of 20.", + "You learn to speak, read, write, and decode Thieves' Cant.", + "Choose one of the following actions: Dash, Hide, or Use an Object, and you can use that Action as a bonus action." + ] + }, + "You can choose this Feat multiple times. Each time you do you must pick a different action from the list above, and you learn to speak, read, and write one language of your choice." + ] } ] }