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Peltast

The lightly armored troops are known as Peltasts (peltastai). They are armed with a bundle of javelins and are used mainly for scouting reconnaissance or raiding.

They also carry a sword or dagger in case of emergency.

Peltastai are best known for their bundle of javelins. The actual number of javelins they carry depend on the length of the javelins, which range from three to five feet. The javelins are thrown in a very special way, which enables the Peltastai to throw their javelins much further.

The Peltast holds the javelin lightly with his fourth and fifth finger, while the second and third finger are hooked around a noose, which is attached to the javelin. When the javelin is above his head, he releases it and gives it a final swing with the noose.

Peltastai make for ideal adventurers; as scouts, they often range over a wide variety of terrain. They are frequently ordered into hostile territory that is rife with adventure possibilities.

Peltastai are survivors. As such, nature deities like Artemis are most revered, both for her stealth and her deadly influence over flora and fauna.

Peltastai are recruited from villages as opposed to the Hoplite, who is recruited from the middle class, and the Hippeus, who is recruited from the aristocracy. They are considered the lowest of the military ranks and cowardly combatants.

The Peltast class works best for humanoid species that are comfortable in the wilderness. Arimaspoi and minotaurs are too large. The more warlike species, like Amazons and Gorgons, can appreciate the value of stealth.

Panes, if they are disciplined enough to follow orders, can make fine Peltastai.

Peltasts are scouts first, warriors second. They specialize in stealth and are adaptable to nearly any environment.

They are always the last to join combat but also the last to leave.

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Skirmisher

Also at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Volley

Starting at 13th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range.

You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Snap Shot

Starting at 17th level, you are ever ready to spring into action. If you take the attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action. This attack can benefit from your sneak attack even if you have already used it this turn, but you can’t use your sneak attack against the same target more than once in a turn.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.