Darkest dungeon 2 highwayman build10/4/2023 ![]() ![]() ![]() I also buffed the feature by letting them repeat a save against blindness, which is what Take Aim does in DD. Take Aim: The new rogue literally has a "Take Aim" feature built into the class. Tracking Shot: This is already applied in the Rogue's *Obscure* Cunning action, which effectively applies the blinded condition, granting advantage on attack rolls against them. Duelists Advance: Duelist's Advance Cunning Strike (Allows you to "riposte" by attacking as a reaction, and the movement effect of it is shown through allowing you to Disengage in addition to other Cunning actions) Pistol shot: Proficiency with firearms and pistols. Open Vein: The Open Vein feature allows you to apply a Bleed to creatures, just like in DD. Wicked Slice: This is pretty much just done through sneak attack and attacking with a knife / shortsword normally. I wanted to emulate that with a Bleed Mechanic, which is included in the link.Īlso, for funsies, here is a breakdown of how I included every skill from the Highwayman's kit in DD2 in this build: One thing I found with D&D is it didn't really have a DOT effect like darkest dungeon does. A lot of this class uses the new rogue's "Cunning Strike" Feature, which is a cool way to sacrifice sneak attack damage dice to apply a cool effect. Rogues suffered especially hard from very poor subclass feature scaling, getting their features at 3rd, 9th, 13th, and 17th level. While that version of the playtest wasn't in this specific update, it has been my favorite feature so far, so I implemented it. ![]() Each class gains subclass features at 3/6/10/14. ![]() The following is an outline of the biggest changes to the Players Handbook Rules for those who haven't read it: You can access the most recent playtest Here. Darkest Dungeon Highwayman Rogue SubclassÄISCLAIMER: This uses the new one D&D rules, as I am pretty fond of them. ![]()
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