Highway Rider - Grim Hollow Rogue Archetype Subclass Review

With Grim Hollow: Valikan Clans halfway through its Kickstarter (at time of writing), it felt prudent to share my review of this Rogue subclass, from their previous book: Grim Hollow, the Player’s Guide. For those of you that don’t know, Grim Hollow is a supplement for D&D 5e that offers new player options, focusing on the darker aspects fantasy. It includes new rules for transformations, allowing players to become Vampires, Werewolves, and Liches, along with new spells, backgrounds, and magic items!

This is not the first subclass review I’ve done of this book; you can see my review of the School of Sangromancy from earlier in the week, or check out my previous review of the Bulwark Warrior!

Rogue Archetype: Highway Rider

Highway riders strike fear into the heart of travellers and merchants throughout the world. They use their swift steeds to claim their prize, before making a quick getaway. Dick Turpin is a famous example of a highwayman, so this is the subclass to pick if you wish to play a similar character.

Level 3:

Hair Trigger: You gain proficiency with blackpowder pistols. When you roll for initiative, you can immediately use your reaction to do one of the following:

  • Make one weapon attack with advantage.

  • Move your speed or mount’s speed, without provoking opportunity attacks.

  • Take the Dodge action.

  • Interact with an object or use an item.

Note: Blackpowder pistols are advanced ranged weapons, that deal 2d4 piercing damage, have a range of 25/100, and the blackpowder, loading, and light properties.

For me, the main appeal of this feature is getting in an attack before combat begins. You gain advantage on this attack roll, which means you’re almost guaranteed to be able to do Sneak Attack damage, potentially killing a creature or seriously wounding it before it begins. The ability to move is also really useful, as you can get into a favourable position. As Rogue’s usually have a high Dexterity modifier, they should be going relatively early in combat, recovering their reaction to use Uncanny Dodge, or other abilities, quickly. The proficiency with blackpowder pistols is a thematic addition to the class, but I’d probably prefer to stick with a bow or crossbow if I’m planning on staying at range.

Trusty Mount: You can cast the Find Steed spell; the creature retains its beast type rather than changing to celestial, fey, or fiend. You regain the ability to use this feature after finishing a long rest.

Whilst not the most useful feature in itself, it does synergise well with the build the class is going for – a mounted combatant – and allows you to make full use of the features without buying a steed. Alternatively, it allows to you replace your steed easily if it’s killed.

Ride Them Down: You gain an additional way to use your Sneak Attack. You don’t need advantage on the attack roll if you or your mount move at least 20 feet this turn, and you don’t have disadvantage on the attack roll. All other rules apply as normal.

This is a good thematic feature, really allowing you to play into the hit and run feel of a mounted archer or pistoleer. It also synergises well with a rogue’s mobility; Rogue’s can make good use of their Cunning action to remain mobile whilst on foot, and can get a lot of speed out of a mount, making this feature very easy to use. Ride Them Down allows Highway Riders to make consistent use of their Sneak Attack.

Level 9:

Horse Lord: You can spend a minute grooming and caring for your mount, granting it temporary hit points equal to double your Rogue level. Additionally, you can use your bonus action to Dash, Disengage, or Dodge, whilst you’re controlling your mount.

This is a good way of keeping your mount alive for longer. It also allows you to become an incredibly mobile mounted combatant, whether you’re playing for melee or ranged, and allows you to use a variation of Cunning Action whilst mounted.

Level 13:

True Grit: You gain proficiency in Constitution saving throws. Also, when you make a Constitution saving throw to take half damage from an effect, you instead take no damage if you succeed, and only half on a fail.

This functions just like the Rogue’s Evasion feature, but for constitution. This seriously ups the staying power of your Rogue; I find a lot of damage dealing Area of Effect spells rely on Constitution or Dexterity (there are exceptions), and this significantly reduces the amount of damage you’ll take. Proficiency in Constitution saving throws is also a good boost, giving a Rogue proficiency in four saving throws once it reaches level 15: Dexterity, Constitution, Intelligence, and Wisdom.

Level 17:

When you are reduced to 0 hit points, you can use your reaction to use your Hair Trigger ability before falling unconscious.

I love this thematically; the idea of taking one final shot at a creature before going down has a very cinematic feel to this. With the way healing works in 5e, you could potentially use this feature a lot in one combat if you keep getting reduced to 0 hit points and then healed again. However, this does contend with your Uncanny Dodge reaction, so may not see a lot of use.

Overall, I really like the feel of this Roguish Archetype. I think the idea of playing a mounted archer is very cool, and the features from this class allow you to hit and run, easy killing single targets very efficiently. Mechanically, it feels very balanced compared to other Rogues; you benefit from being highly mobile, which even Rogues on foot are very good at, and your mobility only increases as you level up. The class features synergise very well together, and with Trusty Mount and Horse Lord, you can guarantee you’ll almost always have a mount to ride. The Mounted Combatant feat is a good feat to choose for this class, fitting well very narratively as well.

Thanks for reading, and I hope you enjoyed this review!

Grim Hollow is property of Ghostfire Gaming, no copyright infringement is intended. Check out the Valikan Clans kickstarter here.

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Happy gaming!

Chris

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School of Sangromancy - Grim Hollow Wizard Subclass Review