Rogue
Base Class: Rogue

Dominators are rogues that specialize in disabling and taking over other creatures. An unnoticed Dominator can quickly disrupt an enemy formation, jamming up movement, foiling information sharing, or even causing them to turn on one another. Your exotic form of manipulation means that targets that are usually immune to mental influence, like constructs or vehicles, still fall under your sway.

Control Node

At 3rd level you gain proficiency with tinker's tools, which you can use to create a specialized magic item, called a control node. A control node may be used to influence other creatures and can look like anything from a tiny sticker to a parchment seal to a microchip in futuristic settings.

Planting the Node. When you take the Dash action, as part of your movement, you may attempt a special maneuver to plant a control node on a single creature, construct, or vehicle that you move past within your reach. You make a Dexterity (Sleight of Hand) check with a DC equal to the target's armor class. On a success, the control node remains on the target for 1 minute or until it is removed, at which point it is destroyed. A single target can only have one control node on it at a time.

Spotting the Node. Once planted a control node shifts to look like part of the target's appearance. A successful Wisdom (Perception) check versus your initial check result will reveal the cell, which can be removed using the target's or an adjacent creature's reaction.

While you are within 60 feet of a target with a control node, you can subtly influence its body, putting it in vulnerable positions. You can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

Some of your dominator features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Dominator save DC = 8 + your proficiency bonus + your Intelligence modifier

Over a long rest you can create and store a number of control nodes equal to your Intelligence modifier but you can only have a single control node active at a time.

Usurp Control

Beginning at 3rd level, as an action, you can use your control nodes to manipulate your target. The target must be within 60 feet of you and they make an Intelligence saving throw versus your dominator save DC. If your target is a vehicle, it automatically fails the saving throw, but its driver can make an Intelligence (Investigation) check as a bonus action to take back control before your order takes effect. If the saving throw fails or the driver fails to retake control, you may choose one of two ways to influence the target.

  • Command. You may influence the target's actions as though the target is affected by the command spell even if the target is undead or does not share a language.
  • Suggest. You may influence the target per the suggestion spell. This effect lasts as long as the control node is attached to the target instead of its normal duration.

Whether this succeeds or fails, you can't attempt to Usurp Control again on the same target until you plant a new control node on it.

Improved Control Nodes

Upon reaching 9th level, you can create more control nodes and apply them faster. Your control nodes gain the following benefits:

  • You regain all of your control node uses over a short rest.
  • You may have two control nodes active at a time.
  • When you Dash, you may attempt to plant a node on any number of targets you move past rather than just one, making one check per target.
  • It takes an action to remove a node rather than an object interaction.
  • When you Usurp Control to Command or Suggest, you may attempt to affect any number of targets with control nodes rather than just one, though the restriction of one attempt per node still applies.

Wide Area Manipulation

Starting at 13th level, your control nodes gain increased effectiveness and last for 1 hour instead of 1 minute. You may plant a control node on yourself or a vehicle you are driving to scramble you appearance to your opponents. You have advantage on Dexterity (Stealth) checks and the benefits of the blur spell for the duration the control node is attached to you.

Once you use a control node in this way, you can't again until you finish a short rest.

Direct Action

At 17th level, you can focus you energy into a single control node, gaining complete control over its host. When you attempt to Usurp Control, if the target fails its saving throw, you may gain the effects of the dominate monster spell over it.

Once you use Usurp Control in this manner, you can't again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2019 12:03:38 AM
6
0
--
Coming Soon
2/24/2019 4:04:43 AM
9
0
--
Coming Soon
2/24/2019 4:09:08 AM
9
0
--
Coming Soon
2/24/2019 4:13:07 AM
10
0
--
Coming Soon
2/24/2019 4:42:06 AM
10
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes