Rogue
Base Class: Rogue

[A SCI-FI/CYBERPUNK SUBCLASS]

 

Some thieves use the cover of night, others use people as distractions. A Holothief makes use of the rapidly progressing technology available. They use holograms as both their cloak of the night and distraction, as well as making liberal use of other tech to enhance their natural talents. You may think you are bargaining with a human of flesh and blood, but before you know it, the hologram is disappearing and half of your stock has been taken when you weren't looking.

 

Holographic Clone

At 3rd level, you can use a bonus action to make a hologram  of yourself in an unoccupied space you can see within 15 feet of you. The hologram can be purely technological or magical, and is an exact clone of you, just without any mass. It lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another hologram, or until you're incapacitated.

Your hologram has AC 11+ your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the hologram to move up to 30 feet in any direction (no action required). If your hologram is ever more than 30 feet from you at the end of your turn, it is destroyed. 

As a bonus action, you can teleport, magically swapping places with your hologram at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the hologram's space. You make this choice for each attack.
Your hologram does not get sneak attack. You can also use your bonus action to mentally command the hologram to make a noise, a small illusion (see Minor Illusion spell), speak, or preform a skill check (ask your DM about other actions you may want it to preform). Your hologram can attempt to stealth, but again, it does not get sneak attack. 

Artificial Enhancements

Starting at 3rd level you can use your holograms and technology to enhance yourself. You can choose one of the abilities below to have until your next long rest. You can replace it during that long rest with a different ability.

  • Mini-Grams: You can summon 3 small holograms (5 feet by 5 feet in size) to do your binding. You can speak through these, cause various noises and use them as a visual distraction. Unfortunately, these mini-grams are not as high quality as your main hologram. The DC (dice check) to deceive a target with your mini-grams is 8 + your intelligence modifier. 
  • Deceptive Personality: You can use a combination of your holograms, voice-altering tech and good old deception to make yourself more likeable, persuasive, scary and so on. You gain your proficiency bonus  to one of the three- persuasion, deception or intimidation. If you are already proficient n those, add your proficiency bonus again.

Digital Vessel

At 9th level you have improved your holograms to preform more tasks and become vessels. You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears, using it as a vessel for yourself. During this time, your actual body (the one made of flesh and blood) is deafened and blinded. You can speak through your hologram, preform actions, and make attacks. Your attacks while using a hologram as vessel gain sneak attack damage. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your hologram is being used in this way, it can be up to 1,000 feet away from you without being destroyed. You can use this feature a number of times equal to your Intelligence modifier. 

You cannot teleport more than 20 feet with this feature and your teleportation feature.

You are also now able to have 2 holograms at any given time. 

Recharging

By 13th level, you now know how to gain the most benefit from your hologram. When a hologram of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Intelligence modifier.

Alternatively, you can gain an extra sneak attack dice for your sneak attack roll when a hologram is destroyed.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Holographic Phantom

Your digital vessel has improved beyond your expectations. Your vessel can now become invisible via the spell Greater Invisibility (once per long rest). You can use the vessel to move through solid objects and obstacles, much like a ghost, and you may teleport at the end of your turn to wherever your vessel is, regardless of distance. 

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes