Predator

Far from the suave, composed nature of professional assassins or crafty thieves, you have abandoned part of your civility and embraced the beast within. Those that take on the mantle of this archetype use their animalistic nature to hunt and eviscerate their targets with little mercy. Typically hired by those who wish less for a discrete assassination and more of sending a message, a Predator is the perfect rogue to demonstrate the dangers that lurk in the shadows.

Primal Instinct

Starting at 3rd level, you learn how to channel your wild and primal nature into your attacks. You know the Primal Savagery cantrip and Wisdom is your Spellcasting ability modifier. If you are hidden and then make an attack and hit, you can add your sneak attack damage to the damage of Primal Savagery.

Naturalist

When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiencies. In addition, you have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Feral Leap

At 9th level, if you move your full movement, you can use a bonus action to leap up to half your speed, vertically or horizontally. If you land in the same space as a creature, it must make a Strength saving throw equal to 8 + your Proficiency + your Dexterity or Strength modifier (your choice). On a failed save, it is knocked prone to an open space of your choice within 5ft. On a success, you leap off the creature, landing in an open space of your choice within 5ft.

Savagery

Beginning at 13th level, if you attack a creature and hit, you can use a bonus action to frighten someone with your brutality. When you do so, choose one creature that you can see within 20 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Blood Frenzy

Starting at 17th level, you can go into a blood fueled frenzy. When you reduces a creature to 0 hit points with an attack on your turn, you can immediately use your Feral Leap feature (without using your full movement) and make one attack. This attack can benefit from your Sneak Attack even if you have already used it this turn. You can only do so once per turn.



Art Credit to onyx-vx