Rogue
Base Class: Rogue

Whisperers are Rogues with particular abilities which help them to easily assassinate targets and collect information.

Recall Throw

Beginning at 3rd level, you make a ranged attack with a weapon with the Thrown property by throwing it, it reappears in your hand at the start of your next turn. If you do not have a free hand, it instead reappears on your belt (if you have one,) or on your backpack. Work with your DM to determine where it reappears on your person.

Interrogation Grappling

Beginning at 3rd level, you may make a Dexterity (Sleight of Hand) check, instead of making a Strength (Athletics) check, when trying to grapple a creature. Additionally, during a surprise round, on your turn, you may automatically succeed a grapple check you make against a creature.

Double Jump, Feather Falling

Beginning at 9th level, damage you take from falling is reduced by an amount equal to your Rogue level x 3. Additionally, when jumping, you do not need to move before jumping, and you do not add your Strength score modifier to your jump distance. Instead, you add your Acrobatics skill proficiency + 3.

Mark of Whispers

A mark appears on the palm of your hand, making you more recognisable as a Whisperer and granting you a Path of Whispers. Choose one of the following:

Path of Whispers: The Shadow

Beginning at 13th level, while standing in darkness or dim light, you may use your bonus action to gain the Invisibility condition. Making an attack roll, casting a spell or moving from your original position causes this condition to end.

After using this feature, you cannot use it again until the end of your next turn.

Path of Whispers: The Soul

Beginning at 13th level, when you take the Dash action, your movement speed is increased by 20ft until the end of your next turn. Additionally, your climbing speed is increased by 10ft.

Path of Whispers: The Wraith

Beginning at 13th level, while standing in darkness, you may use your bonus action on your turn to instantly transport yourself and anything you are carrying and anything that you are wearing, etc., to any point that you can see within 60ft of you. This movement does not provoke opportunity attacks.

Additionally, while standing in dim light, you may use your bonus action on your turn to instantly transport yourself and anything you are carrying and anything that you are wearing, etc., to any point that you can see within 40ft of you. This movement does not provoke opportunity attacks.

After using this feature, you cannot use it again until the end of your next turn.

Duelist's Gun

Beginning at 17th level, you gain proficiency with a Duelist's Gun. Additionally, as a bonus action, you can summon a Duelist's Gun in any of your free hands. If, at any time, the Duelist's Gun is more than 30ft away from you, it reappears in your hand, unless you choose to dismiss it, making it disappear. You may have no more than one Duelist's Gun summoned at any one time.

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