Rogue
Base Class: Rogue

Whether you were raised for the task, or have happened across the study, you know the secrets of hunting and fighting demons. You have learned to craft powerful tools which give you the edge against powerful foes and trained your mind to be as keen as a razor. The wars of kingdoms and feuds of the common man have become disinteresting to you as you have delved into your pursuit of the occult. Those obscene monstrosities which intrude on the material realms and harm the well being of those who rightfully inhabit it, you trace their footsteps and work to unravel their most meticulous plans, perhaps hoping to one day redeem the lives of those you couldn't protect.

Ingenious Crafting.

You have learned to create specific tools and weapons to give you the edge in combat, these weapons are expensive to craft but worthwhile to the demon hunter who knows how to use them. Each weapon has various properties such as a reload or a misfire. Weapons must be reloaded once their magazine is expended, reloading a weapon costs 1 attack. Misfire's trigger when an attack role shows a number equal to or lower than the value shown in the misfire trait. Weapons or tools which require a saving throw will use your powder craft DC which is equal to 8+ your proficiency bonus+ your intelligence modifier.

Ammunitions for these weapons are craftable during any short rest using materials that can be purchased at stores or found in the environment.

Metal Shards- rough pieces of metal which can be made from breaking down larger metal objects or purchased from blacksmiths at a rate of 20 shards/ 3 gold.

Metal Vessels- specially fashioned metal chambers used to hold gunpowder or other fluids and powders. They can be crafted during a long rest for  2 metal shards/ vessel, or purchased at a smithy at a rate of 20 vessels/ 5 gold.

Fire Dust- A black powder which is highly explosive. It is commonly found in mines where iron and other metals are mined, but rarely sold by merchants.  A 1 lb canister of fire dust can be purchased from select merchants for 65 gp. Each 1 lb canister can produce 50 pinches of Fire dust used for making various explosives.

Medicinal Salve- Medicinal salves can be purchased from apothecaries or created from environmental fauna, although the herbs are rare to come across, only growing in area's with lush vegetation. Apothecaries will sell 1 salve for 22gp. 2 Medicinal salves can be crafted in 30 minutes.

Snake Root Extract- An extract made from snake root which can be purchased from select apothecaries or found in desert regions. The extract can be purchased for a rate of 1 vial/ 15 GP.

Powder Craft Weapons

Hell Pipe- Cost 85GP. 1D10 Piercing. Weight 6lbs. Range 20/40 ft no disadvantage at close range. Reload 2, misfire 1. Ammo 1 Metal Shards, 1 metal vessel, 2 pinch Gunpowder/ bullet. 12 rounds can be crafted in 30 minutes. On a misfire the Hell Pipe must be cleared using one attack.

Devil's Blind- Cost 40GP. Weight 5lbs. Range 25 feet, no disadvantage at close range. Misfire 2. A satchel of 4 smokebombs which create a 15 ft radius of dark smoke which heavily obscures the area until the end of your next turn or if blown away by strong winds. A smoke bomb may be thrown as a bonus action, and while inside you may take the hide action as a free action, however once the smoke disperses you are no longer hidden unless you have hidden in another fashion before the smoke clears. 1 smokebomb can be crafted in 30 minutes of time using 1 metal vessels, 1 pinch of fire dust and 1 lb of lamp oil. On a misfire the bomb is expended but does not explode.

Reaching Nail: Cost 200GP. 1D12 Piercing damage. weight 23 lbs. Range 40ft, cannot be fired within 10 feet. Reload 1, misfire 3. Ammo for the Reaching Nail requires 1 metal Vessel and 5  pinches of fire dust to craft. 5 'shots' can be crafted in 30 minutes of time. On a hit the target must make a dexterity saving throw against your Powder Save DC, on a failure they are grappled by the grappling hook of the reaching nail and suffer the weapons damage. On a success they are not grappled. When grappled in this way the target must make an athletics (strength) check against your powder save DC to move further away from you, but may move closer, you may also use the winch of the reaching nail to real the target closer to you if they are your size or smaller, or you may add 15 feet to your movement to move closer to them.  The target may use their action to remove the grappling hook. On a misfire the grappling hook must be reeled in and set using an action.

The Crows Eye- Cost 135GP. 2D8 Piercing. Weight 18 lbs. Range 150/450 ft, cannot be fired within 15. Reload 3. Misfire 2. Ammo for the crows eye requires 1 metal vessel, 2 metal shards and 3 pinches of fire dust to craft. 7 rounds may be crafted in 30 minutes of time. On a misfire the weapon must be cleared using 1 attack.

Locky Punch- Cost 70GP. 2D12 Bludgeoning. Weight 4 pounds. Range touch, cannot be used against creatures which are not incapacitated. Siege weapon. Reload short rest. Two handed. Misfire 4. The Locky Punch can be reloaded over 30 minutes of time using 3 metal vessels and 6 pinches of fire dust. On a misfire the driver of the locky punch is damaged by the explosion and must be fixed using 25 GP of materials at a smith or 35GP of materials in the field.

Wrong Step- Cost 250GP. 2D10 Piercing damage and 1D6 fire damage. Weight 12 lbs. 1 action to stake into ground, requiring firm ground which is not stone. Reload short rest. Misfire 1. The wrong step can be reloaded using 8 pinches of fire dust over 30 minutes. When a creature that is huge or smaller steps onto the space where the wrong step has been staked they must make a dexterity saving throw. On a failure they take the weapons damage and are grappled to the spot, on a success they take half the weapons damage and are not grappled. While grappled a target may use their action to make an athletics check against your powder save DC to break free from the trap, ending the grapple on a success. On a misfire the weapon jams and deals only 1D6 fire damage. When the wrong step jams in this way it must be repaired over 30 minutes of time using 25 GP worth of materials.

Snake Root Kunai- Cost 65GP. 1D4 piercing damage. Weight 4 lbs. Range 20/60. Reload 3/ short rest. Misfire 2. On a hit the target must make a constitution saving throw against your powder save DC or become paralyzed for one minute. A target may repeat this saving throw at the end of each of their turns, ending the effect on a success. Ammo can be crafted using 1 vial of snake root extract and 1 dagger. On a misfire you become paralyzed for one minute. While paralyzed you may make a constitution saving throw at the end of each of your turns, ending the effect on a success.

Stitch Kit- Cost 135 GP. 1D8+your rogue level healing. Weight 2lbs. Range touch. Reload short rest. Misfire 1. As an action the stitch kit can be applied to either yourself or a creature you can touch, using the tools ammo to heal the recipient. The stitch kit can be reloaded using 1 pinch of fire dust and 1 medicinal salve using 30 minutes of time.

 

The Minds Eye

Your mind is honed in its pursuit of secrets and  traps. You have advantage on perception and investigation checks made to find traps and other hidden items such as a lever or hidden compartment that rely on sight. In addition you may choose proficiency in either investigation or perception if you are not already.

Improved craft

You may now craft twice as much ammunition within the same time span as you could before, and may reload a weapon as a bonus action. In addition you may choose a number of upgrades equal to your proficiency bonus. Once chosen, these upgrades cannot be removed. The same upgrade cannot be applied to the same tool twice, but you may choose to upgrade 2 tools with the same upgrade.

Upgrades

Refined smithing- Cost 25GP. You may reduce the misfire of a weapon or tool by 1

Better Projectiles- You may increase the short and long range of a tool by 10. This does not apply to tools which require a touch, or are placed as a trap.

Blueprints- If a tool is broken by a misfire, you may repair it for half of its cost. This affects the Locky Punch, and the Wrong Step.

Longer Rope- Cost 40GP. You may increase the length of the Reaching Nails rope by 15 feet.

Toxic Dust- Your smoke bombs now carry  a heavy metallic powder that fills the air. When a creature starts its turn within the effect of your smoke bomb they must make a constitution saving throw against your Powder save DC, on a failure they take 1D8 poison damage and their speed is reduced by 10. On a success they are immune to this effect for 24 hours.

Immunity- You are now immune to the snake root poison and remove the snake root kunai's misfire value.

Focused Killer

Starting at 13th level you gain advantage on Perception and Investigation checks made to find or track creatures you have seen within the last 24 hours, provided they have left any trace or can be found.

Cursed Knowledge

Starting at 17th level you have unlocked the secrets of your final tool, the Brand of Misfortune.

Brand of Misfortune- Cost 90GP. Saving throw. Weight 9lbs. Range 30ft. Misfire 2. Ammo can be crafted by praying over the tokens over the course of 30 minutes to create 2 brands of misfortune. As an action you may hold one Brand of Misfortune and focus on one target you can see. The affected creature must make a charisma saving throw against your powder save DC, on a failure they are affected by the bestow curse spell as if it were cast as a 5th level spell. On a success the brand is used, but they suffer no effect.

Previous Versions

Name Date Modified Views Adds Version Actions
2/9/2022 11:01:12 PM
3
1
5e
Coming Soon

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