The "Slippery Target" Rogue feature of the previous D&D Next playtest packet was my favorite (EVER) for one simple and yet very original reason: it was a way to make a Rogue that was deadly in combat without even attacking!
It's about redirecting a foe's attack into someone else, and it's pure genius in my opinion, because it's one of the most roguish things one can think about, seen in countless action movies where the star is rogue-ish.
So to "convert it" to the present version of the rules, it must substitute the "sneak attack enablers" such as Backstab, Tumbling Strike, or Isolated Strike.
So without further ado, here's a quick and dirty version of it, which is surely balanced, but ends up being wordy. If you find a better way to word this, please let me know in the comments!
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Slippery Target:
When you provoke an Opportunity Attack and you haven't used your Action for attacking on your turn, if the Opportunity Attack misses you, you can move 5 feet and make the attacker occupy the space you left and/or you can make the attacker re-roll the attack against another creature in range of your choice. If the attack hits, it deals extra damage equal to your Sneak Attack damage.
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Ok so if you're a bit of a rules junkie, you may notice that this rule bypasses the limits of per-turn uses of Sneak Attack, in that if you provoke multiple Opportunity Attacks and more than one misses you and hits the new target, it will be as if you had used Sneak Attack more than once per turn. The catch is that you'll never be able to do this outside of your turn (you can't provoke OAs without doing anything), and there are a lot of conditions for this to happen: at least two enemies near to each other, good accuracy or low AC of the enemy, and you have to be missed, so there's not only a chance that you'll not be able to use the feature, but also a chance to get badly hurt while (not) doing so!
So it's a fun way to gamble for more damage (and confusion, as you can also move the opponents around a bit), at the expense of risking more damage being dealt to you.
It obviously pair extremely well with the Tumbling Movement expert feat, which gives enemies Disadvantage on Opportunity Attacks against you. And a tumbling Rogue is exactly the type that should use this trick!
It's also fun to use it coupled with Taunt, because you can use it to mass-up the opponents around you to get more mileage out of your ability, and because you must not use your action to attack anyway, so you may as well use it to hilariously curse and provoke your opponents! :-P
So I'll leave you with a full-blown Rogue Scheme using this feature!
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Rogue Scheme: GUTTERSNIPE
You have survived a difficult life on the city streets since you were a child, and you learned faster than others that the best way to survive difficult odds is to redirect the enemy strength against them.
You always know the latest rumors, and you can smell danger and lies better than anyone thanks to your countless experiences in the most hostile slums that are your natural environment.
As an adventurer, you use these abilities to your advantage in all kinds of situations, although you still are at your best in crowded places.
Slippery Target: When you provoke an Opportunity Attack and you haven't used your Action for attacking on your turn, if the Opportunity Attack misses you, you can move 5 feet and make the attacker occupy the space you left and/or you can make the attacker re-roll the attack against another creature in range of your choice. If the attack hits, it deals extra damage equal to your Sneak Attack damage.
Skills: Gather Rumors, Sense Motive
Bonus Feats: Pick Pocket, Taunt, Tumbling Movement
Guttersnipe Mastery: When you make a Charisma check to gather rumors or a Wisdom check to sense motive, roll an extra d6 and add the number rolled to the check.
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Fantasy Bar Brawl by Christopher Stevens http://christopherstevens.deviantart.com/art/Fantasy-Bar-Brawl-64206917 |
Hope you like it! :)