Second Wind
You have a limited well of stamina that you candraw on to protect yourself from harm. On yourturn, you can use a bonus action to regain hitpoints equal to 1d10 + your fighter level. Onceyou use this feature, you must finish a short orlong rest before you can use it again.
Fighting Style: Archery
You gain a +2 bonus to attack rolls you makewith ranged weapons.
Armored Casing.
You are encased in thin metal or some otherdurable material. While you aren't wearingarmor, your base Armor Class is 13 + yourDexterity modifier.
Built for Success
You can add a d4 to one attack roll, abilitycheck, or saving throw you make, and you cando so after seeing the d20 but before theeffects of the roll are resolved. You can usethis trait a number of times equal to yourproficiency bonus, and you regain allexpended uses when you finish a long rest.
Mechanical Nature.
You have resistance to poison damage andimmunity to disease, and you have advantageon saving throws against being paralyzed orpoisoned. You don't need to eat, drink, orbreathe.
Sentry's Rest.
When you take a long rest, you spend at least6 hours in an inactive, motionless state,instead of sleeping. In this state, you appearinert, but you aren't unconscious.
Specialized Design.
You gain two tool proficiencies of your choice
Healing Machine
If the Mending spell is cast on you, you canexpend a Hit Die, roll it, and regain a numberof hit points equal to the roll plus yourConstitution modifier (minimum of 1 hit point).In addition, your creator designed you tobenefit from common spells that preserve lifebut that normally don't affect Constructs: CureWounds, Healing Word, and Spare the Dying.
Criminal Contact
You have a reliable and trustworthy contactwho acts as your liaison to a network of othercriminals. You know how to get messages toand from your contact, even over greatdistances; specifically, you know the localmessengers, corrupt caravan masters, andseedy sailors who can deliver messages foryou.
Action Surge
Starting at 2nd level, you can push yourselfbeyond your normal limits for a moment. Onyour turn, you can take one additional actionon top of your regular action and a possiblebonus action. Once you use this feature, youmust finish a short or long rest before you canuse it again.
Extra Attack
Beginning at 5th level, you can attack twice,instead of once, whenever you take the Attackaction on your turn.
Arcane Shot
Once per turn when you fire a magic arrowfrom a shortbow or longbow as part of theAttack action, you can apply one of yourArcane Shot options to that arrow. You decideto use the option when the arrow hits acreature, unless the option doesn’t involve anattack roll. You have two uses of this ability,and you regain all expended uses of it whenyou finish a short or long rest.
Piercing Arrow
You use transmutation magic to give yourarrow an ethereal quality. When you use thisoption, you don’t make an attack roll for theattack. Instead, the arrow shoots forward in aline, which is 1 foot wide and 30 feet long,before disappearing. The arrow passesharmlessly through objects, ignoring cover.Each creature in that line must make aDexterity saving throw. On a failed save, acreature takes damage as if it were hit by thearrow, plus an extra 1d6 piercing damage. Ona successful save, a target takes half as muchdamage. The piercing damage increases to2d6 when you reach 18th level in this class.
Bursting Arrow
You imbue your arrow with force energy drawnfrom the school of evocation. The energydetonates after your attack. Immediately afterthe arrow hits the creature, the target and allother creatures within 10 feet of it take 2d6force damage each. The force damageincreases to 4d6 when you reach 18th level inthis class.
Thieves' Cant
During your rogue training you learned thieves’cant, a secret mix of dialect, jargon, and codethat allows you to hide messages in seeminglynormal conversation. Only another creaturethat knows thieves’ cant understands suchmessages. It takes four times longer to conveysuch a message⁠ than it does to speak thesame idea plainly. In addition, you understanda set of secret signs and symbols used toconvey short, simple messages, such aswhether an area is dangerous or the territoryof a thieves’ guild, whether loot is nearby, orwhether the people in an area are easy marksor will provide a safe house for thieves on therun.
Sneak Attack
Beginning at 1st level, you know how to strikesubtly and exploit a foe’s distraction. Once perturn, you can deal an extra 1d6 damage to onecreature you hit with an attack if you haveadvantage on the attack roll. The attack mustuse a finesse or a ranged weapon. You don’tneed advantage on the attack roll if anotherenemy of the target is within 5 feet of it, thatenemy isn’t incapacitated, and you don’t havedisadvantage on the attack roll. The amount ofthe extra damage increases as you gain levelsin this class, as shown in the Sneak Attackcolumn of the Rogue table.
Cunning Action
Starting at 2nd level, your quick thinking andagility allow you to move and act quickly. Youcan take a bonus action on each of your turnsin combat. This action can be used only totake the Dash, Disengage, or Hide action.
Sneak Attack
Beginning at 1st level, you know how to strikesubtly and exploit a foe’s distraction. Once perturn, you can deal an extra 2d6 damage to onecreature you hit with an attack if you haveadvantage on the attack roll. The attack mustuse a finesse or a ranged weapon. You don’tneed advantage on the attack roll if anotherenemy of the target is within 5 feet of it, thatenemy isn’t incapacitated, and you don’t havedisadvantage on the attack roll. The amount ofthe extra damage increases as you gain levelsin this class, as shown in the Sneak Attackcolumn of the Rogue table.
Dread Ambusher
At 3rd level, you master the art of the ambush.You can give yourself a bonus to your initiativerolls equal to your Wisdom modifier. At thestart of your first turn of each combat, yourwalking speed increases by 10 feet, whichlasts until the end of that turn. If you take theAttack action on that turn, you can make oneadditional weapon attack as part of that action.If that attack hits, the target takes an extra 1d8damage of the weapon’s damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a rangeof 60 feet. If you already have darkvision fromyour race, its range increases by 30 feet. Youare also adept at evading creatures that relyon darkvision. While in darkness, you areinvisible to any creature that relies ondarkvision to see you in that darkness.
Sharpshooter
You have mastered ranged weapons and canmake shots that others find impossible. Yougain the following benefits: Attacking at longrange doesn't impose disadvantage on yourranged weapon attack rolls. Your rangedweapon attacks ignore half cover and three-quarters cover. Before you make an attackwith a ranged weapon that you are proficientwith, you can choose to take a -5 penalty tothe attack roll. If the attack hits, you add +10 tothe attack’s damage.
ring of mindshielding
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
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