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Bushidō

Those that follow the life of bushidō embrace skill, precision, and patience. Perfecting the perfect single strike in battle, while still applying these philosophies to all walks of life. These rogues shun most aspects of petty crime, but they do take actions into their own hands, which often gets them on the wrong side of the law.

Striking Precedence

Starting at 3rd level, your practice with swords allows you to use them with ease. Longswords have the finesse property for you.
In addition, when you make a melee weapon attack against a creature within 5 feet of you, and your current speed isn't 0, you can spend 5 feet of your movement to step through the creature's space and move to an unoccupied space you can see that is adjacent to it, without provoking opportunity attacks. When you do, you don't need advantage on that attack roll to use your Sneak Attack, as long as it doesn't have disadvantage. All other rules for Sneak Attack still apply.

Clear Mind

Also starting at 3rd level, you have a clear mind and know how to use it. When you make a Charisma (Deception) check, you can make a Wisdom (Deception) check instead.
In addition, you can spend 10 minutes in a meditative state focusing on your body and mind. At the end of the 10 minutes, you reduce your exhaustion level by 1, and you regain a number of hit points equal to your rogue level. You can meditate in this way during a rest. Once you meditate this way, you can't do so again until you finish a long rest.

Tranquil Stride

Beginning at 9th level, you are always aware of your surroundings and how to protect yourself from them. You can't be surprised while you are not unconscious, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier, and you gain a 5 foot bonus to your walking speed.

Watchful Parry

Starting at 13th level, while you are wielding a melee weapon in two hands, you have half cover against creatures you can see within 5 feet of you.

Final Blow

At 17th level, you have mastered the art of fatal finishing blows. As an action, you can make a special melee weapon attack using a weapon you are holding in two hands. You can move up to half your current speed before and after this attack without expending any movement, and you have advantage on the attack roll. On a hit, treat any of the damage dice that rolled less than a 4 as having rolled a 4 instead. Once you use this feature, you can't use it again until you finish a short or long rest.

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