Homebrew Rogue Subclass: Knave

by DragoonKnight

Search GM Binder Visit User Profile

Knave


Sneaky scoundrels and incorrigible pranksters, knaves are among the more lighthearted of rogues. The criminally inclined stick to petty thefts and pick pocketing, while the rest tend to set traps and pull pranks. Despite this, they are dangerous in battle, being known to sneak up on enemies and cut their bowstrings and steal their blades, throwing down caltrops and ball bearings in combat, and attacking with poisoned weapons. Basically, knaves don't fight fair, but they are an asset to any adventurer team.

Steady Hands

Your hands are steady and rarely let you down. When you choose this archetype at 3rd level, whenever you make a Dexterity (Sleight of Hand) check, you can treat a d20 roll of 7 or lower as an 8.

Quick Use

Also at 3rd level, whenever you use your action to interact with an item, such as spilling ball bearing out of a bag, or tossing alchemist's fire at a creature, you can interact with two items rather than one.

Starting 13th level, you can use three items, rather than two.

Crafty

Its no good being a trickster if you run out of tricks. Beginning 9th level, you can craft nonmagical items from the Adventuring Gear table on page 150 of the Player's Handbook. You can do this during a short or long rest. You can create up to 2 items during a short rest, and up to 10 items during a long rest. You must have raw materials worth half of the item's market value to create them.

Furthermore, by expending materials worth the market value, you can create any poison worth 200 gp or less, as part of a long rest. Examples include basic poison, truth serum, and drow poison.

Effective Items

At 13th level, your craftsmanship is better than what you could get at most shops. Whenever you create an item using your Crafty feature, any DC it has is increased to 8 + your Proficiency Bonus + your Dexterity modifier, if it is not already higher.

Masterful Technique

Your craftiness knows no bounds, and allows you to strike at an enemy's weakest points; hitting them in their weakest spot before they can defend it.

When you hit a creature with a weapon attack, you can use your reaction to make the hit a critical hit.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Image from https://i.pinimg.com/736x/ec/74/af/
ec74af0c86d04e20de2e2236a648ad9b.jpg
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.