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Little Bravo

Audacious, daring, and dauntless are some adjectives you gain doing to your bravery when you face opponents larger then you. As a halfling, you takes advantage of your size to move between your enemies, and attacking them from unlikely and unexpected spots. For you, as larger is the foe, greater is the fall.  

Daring Battle

Starting at 3rd level, you can move through the battlefield without fear. Your walking speed increase by 10 feet and you cannot be frightened by a nonmagical effect.   Starting of 10th level, you also cannot be frightened by magical effects.

Backstab

Also at 3rd level, your daring in combat let you jump below your enemies without fear, and strike them from behind. As an action, you can make a Dexterity (Acrobatics) check contested by a Dexterity (Acrobatics) check of a hostile creature of Large or larger size at your choice. If you are successful in the contest, you can move through the space of your target. You should finish your movement in an unoccupied space within 5 feet of the target to make a melee attack using a finesse weapon against this creature. If you hit, this attack counts as a sneak attack. Additionally, the extra damage dice of your sneak attack at this attack are d8s instead of d6s.   Move this way cause opportunity attacks and the target of the maneuver can use its reaction to make a melee attack against you.

Size Advantage

At 9th level, you know how use your size to fool your foes. You can use your Dexterity modifier, if greater, in Athletics checks. Additionally, you gain advantage on Dexterity (Acrobatics), and Athletics checks. Creature larger then you suffer disadvantage on Wisdom (Perception) checks to notice you sneaking or hidden.

Climb The Big Folk

Starting at 13th level, your daring become so great that you can grab the leg of a huge creature and climb it to take advantage. As an action, you can make a Strength (Athletics) check or a Dexterity (Acrobatics) check contested by a Dexterity (Acrobatics) check of a Large or larger creature within 5 feet of you. If you are successful in the contest, you move you the space of the creature and climb its body. While in the space of the target, you move with the target and have advantage on attack rolls against it.   You can move through the creature’s space as difficult terrain. The ability of the creature to attack you depends on your location and is left to DM discretion. You target can dislodge you as an action – knocking you off, scraping you against a wall, or grabbing and throwing you – by making a Strength (Athletics) check contested by yours Strength (Athletics) check or a Dexterity (Acrobatics) check, your choice.

Climb Onto A Bigger Creature

If your DM use the optional action option for combat Climb onto a Bigger Creature presented on chapter 9 of the Dungeon Master’s Guide, your DM should considerer give you some extra benefits, since your feature Climb the Big Folk simulate this optional rule. Your DM could use the following extra rules for this feature:
  • You can use a bonus action to make a Strength (Athletics) contested by a creature’s Strength (Athletics) check to move the creature you are climbing to an unoccupied space within 10 feet of you, at your choice.
  • The creature you are climbing has disadvantage on attack rolls against you, if it can attack you.

Deadly Retribution

  At 17th level, you can make a fast retaliation attack against an enemy that attacks you. When a creature larger then you within 5 feet of you make a melee attack against you, you can use your reaction to make a melee attack using a finesse weapon against the target. You gain advantage on this attack roll.

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