Daredevil (Dexterity) (5A)
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This is an original Exemplar subclass for 5A.
A stampede! A stampede between us and our quarry? Challenge accepted!
Daredevil is a Exemplar subclass. A master of daring deeds, what others see as impassible, the daredevil sees as opportunity. Exploiting the most advantageous position in combat or maneuvers, a daredevil loves any situation where there is an elusive objective to pursue.
Daredevils from legend and fiction include Indiana Jones, Mario from Nintendo, and Gambit from the X-men.
3rd Level: Focus Ability
Your Focus Ability is Dexterity. You are proficient with Dexterity and Charisma saving throws.
3rd Level: Daredevil Proficiencies
You gain proficiency and expertise (double Proficiency Bonus) with Acrobatics and all vehicles. You gain expertise (double Proficiency Bonus) in Acrobatics and all vehicles. If you already know Acrobatics, you select another skill to learn.
3rd Level: Jockey
You master maneuvering in terrain and the piloting of all vehicles.
- You can use Dexterity (Acrobatics) instead of Strength (Athletics) to climb, jump, or swim.
- You can use Dexterity (Acrobatics) instead of Wisdom (Animal Handling) on any ability check to ride a mount.
- You can use Dexterity for all ability checks involving vehicles.
- You can use a bonus action to end the Grappled or Restrained conditions.
- You can stand up from prone by expending 5 feet of movement.
- You can mount or dismount a vehicle or mount by expending 5 feet of movement.
3rd Level: Daredevil Tricks
At 3rd level you can choose these tricks only available to daredevils.
- Never Tell Me the Odds. When you fail an Dexterity ability check or saving throw, you can make another roll, using Dexterity (Acrobatics). If this second check succeeds, you succeeded at the task. Success or fail, you then fall prone.
- Rush. You take the Dash, Disengage, or Dodge action as a free action.
- Snag. You can use a free action on your turn you grab an object, either from the ground or from an opponent within reach. This can be a carries object, but not one worn or held in hand. An opponent is allowed a Dexterity saving throw against your trick save DC to keep possession of the object. If an object on the ground requires some kind of check or save to be picked up, you can use Dexterity (Acrobatics) instead of whatever ability check or saving throw you would normally use. If you pick an object from an opponent, this can be a scenario-related object or some random but distinctive piece of gear-a hat, scabbard, cloak, badge or such. As long as you hold this object in hand and the owner can see you the owner suffers disadvantage on any attack not directed at you. When you take damage, you risk dropping the object, this works the same as losing concentration on a spell. You cannot steal weapons, armor, shields, spell foci or magic components from a creature this way.
- The Bigger They Are. When you attack an opponent or an opponent makes a melee attack against you, before the attack roll, you can force that enemy to make a Dexterity saving throw against your trick DC or fall prone. This also reduces their speed to zero until the start of their next turn.
6th Level: Skip and Jump
You ignore all difficult terrain, including that caused by magic, walls, and water—you can swim and climb at full speed. You also ignore difficult ground when driving a vehicle or riding a mount. Impassible terrain, such as dense woods or rocky areas when riding a vehicle, are still impassible.
6th Level: Daredevil Dice
You can use Exemplar Dice in new and interesting ways.
- You can spend an Exemplar Die on your turn to immediately move you, or a vehicle or mount you are riding, 5 feet times the result of the die roll. This movement does not trigger attacks of opportunity. If you use this when jumping, this adds to the distance jumped, which can allow you to make exceptional jumps.
- When you spend an Exemplar Die for any reason and roll an 8 or higher on the Exemplar Die, you can immediately make a weapon attack as a free action.
10th Level: Heroic Leap
When you have to take a saving throw against an area effect, you can use your Dexterity saving throw instead of what saving throw you'd normally use. When you pass a Dexterity saving throw against an area effect, you can move up to your speed as a reaction. If you end up outside the area of effect, you avoid all effects of that area effect, even if you would ordinarily suffer some result even on a successful saving throw.
14th Level: Know the Path
When you are seeking an object or person you have seen since your last long rest, you can use this ability to get an intuitive sense of how to get to it or them. This sense of direction lasts until you start a long rest. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. The effect ends when you begin a long rest. You can select only one object or person to be pursued, and can use the power again after a long rest.