Base Class: Rogue
This subclass defines Vell'mah from the adventure A Night of Fright! by Steven Pankotai and Sadie Lowry. See their creation at dmsguild.com/product/316879/A-Night-of-Fright
Level 9, 13, and 17 subclass additions have been made in order to comply with this site's subclass homebrew requirements.
Making Vell'mah
In order to match Vell'mah to the written adventure A Night of Fright!, the following character choices must be made:
- Race: Lightfoot Halfling
- Rogue Level: 5
- Proficiencies: Investigation, Perception, Sleight of Hand, Stealth
- NO 1st level Rogue Expertise
- 4th level Ability Score Improvement - INT +2
- Ability Scores (Point Buy): STR - 9, DEX - 15, CON - 10, INT - 15, WIS - 13, CHA - 9
- NO Background Choice
- Alignment: Neutral Good
- Allies: Mystery LLC
- Eyes: Bespectacled, Skin: Pasty, Hair: Red-Tinged
- Equipment: Studded Leather Armor, Thieves' Tools, Dagger, Crossbow (Hand)
Character Backstory
Vell'mah is a self-made woman. Her ingenious mind too often went unnoticed in her small hometown, so she set out on her own, determined to solve the world. Happenstance brought her together with Mystery LLC, who, frankly, are useless without her. Her keen deductive mind is the backbone of most of the group's solves.
Allies & Organizations
Mystery LLC
The area's premiere mystery-solving sleuths. Together, they've solved countless mysteries through the powers of friendships and traps.
Vell'mah's Wisdom
Vellmah is, by her nature, wise. Increase your Wisdom Ability Score by 1.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, 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.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Spectacles
When you choose this archetype at 3rd level, you require the use of glasses to functionally see. While wearing glasses, you have advantage on any Intelligence (Investigation) or Wisdom (Perception) checks. If you are not wearing glasses, you are considered to be under the blinded condition.
Whenever you are hit by an attack, roll a d20. On a 1, your glasses fall off and land somewhere random within 5 feet of you. Whenever you are afflicted by fear caused by an encounter in this adventure, roll a d20. On a 1- 5, your glasses fall off and land somewhere random within 5 feet of you. You can attempt to find your glasses with a DC 12 Intelligence (Investigation) check made at disadvantage. Your glasses can be retrieved and handed back to you as a bonus action by any friendly creature within 5 feet of you.
Observant
Obviously, Vell'mah is Observant. Beginning at 9th level, you gain the feat to match.
Weapon Acuity
Vell'mah's acuity knows no bounds, even when it comes to weapons. At 13th level, you gain the following benefits:
- Gain the Dual Wielder feat.
- You ignore the Loading weapon property.
- Increase the damage of any Thrown weapon attack by +2. (Damage bonus of thrown weapons must be manually overridden on character sheet).
Vell'mah's Incredible Mind
Vell'mah is certainly the smartest of the gang. At 20th level, your Intelligence and Wisdom scores increase by 2. Your maximum for those scores is now 22.
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