

Trip knocks a target prone on a failed Dex save.Very solid debuff here, though not as impressive against spellcasters. The target gets a new save at the end of each of their turns. Poison doesn’t deal extra damage – that would undermine the whole point of sacrificing a die – but it gives the Poisoned condition for 1 minute on a failed save.I’d honestly rather see something else here.
Dnd homebrew weapons full#
I’m always nervous about Disarm effects, because the disarmed enemy has so few options for getting the weapon back in a way that doesn’t cost them a full turn or more of actions (at which point the PC can just Disarm them again, it’s only costing 3.5 average damage!), but still upholds the Disarm as mattering at all. Disarm forces the target to drop a held object if they fail a Dex save.Each of these four costs 1d6 from your Sneak Attack. You get four options here, and more later on. Cunning Strike at 5 th level is a major new feature that lets you trade dice of Sneak Attack damage for an alternate effect.Ability Score Increase or a Feat at 4, 8, 10, 12, 16, and 19.(Subtle Strikes, previously at 13 th level, has been cut because of this feature’s inclusion.)

If you need a little help to deliver a Sneak Attack this turn, this gets the job done. Steady Aim at 3 rd level lets you spend your Bonus Action to give yourself Advantage, but you can’t have moved this turn, and your Speed is 0 for the rest of this turn.Rogues get subclass progression at levels 3, 9, 13, and 17.Cunning Action at 2 nd level is unchanged: you can Dash, Disengage, or Hide as a Bonus Action.I think Rogues should get dagger Weapon Mastery for free, and get two choices for the rest of their short list of Ranged and Finesse weapons.Sure, they’re loud, but… I’d probably still give it to ‘em. Rogues don’t get proficiency in Firearms by default. My point is that you have very few practical

