Rogue
Base Class: Rogue

You have mastered the fine arts contained within the casino, becoming an expert with both gambling and bartending. Though these skills seem useless outside of a bar or a game, you have figured out how to utilize the experience and knowledge they give you to its greatest potential. Gambles have given you expertise with chance, cards have given you mastery over sleight of hand, and mixing spirits can easily become mixing volatile substances. Even when the chances are against your favor, you can pull through. After all, the House always wins.

Gamble

When you choose this archetype at 3rd level, you gain proficiency with playing card sets and dice sets.

Additionally, you become highly skilled with chance and making gambles, adapting these skills into your fighting. Whenever you make an attack roll and you do not have advantage on that roll, you may roll a d4. On a roll of 3 or 4, you gain advantage on that roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mixology

Starting at 3rd level, you learn how to mix drinks very well. You gain proficiency with brewer's supplies.

Additionally, you can translate your skill of mixing cocktails to mixing more dangerous substances. As a bonus action, if you have brewer's supplies on your person, you can create a volatile concoction inside a flask, choosing an effect from the volatile concoction table. With the same bonus action, you may throw the concoction up to 20 feet, or you may store it for later use. As an action, a creature can throw a volatile concoction up to 20 feet. Any concoction you create with this feature lasts until it is used or for 10 minutes, as it evaporates or otherwise spoils.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Concoction Effect
Oil of Vitriol Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 3d6 acid damage.
Liquid Fire Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 2d6 fire damage. Alternatively, target a point within 20 feet of you. The ground within a 5 foot radius sphere burns and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Viscous Sludge Target a point within 20 feet of you. The ground within a 10 ft radius sphere centered on that point becomes difficult terrain for 1 minute.

 

Double Or Nothing

At 9th level, you know how to push your luck to the extreme when the odds aren't in your favor. You can use your Gamble feature on attack rolls, ability checks, and saving throws.

Additionally, when you fail an attack roll, ability check, or saving throw, you may reroll with disadvantage. You must use the new roll. Once you use this feature, you can’t do so again until you finish a long rest.

Chaser Concoction

At 13th level, you have become skilled enough with your mixology that you can mix up a short-term "chaser" for your volatile concoctions out of spare material. As a part of the same bonus action you use to make a volatile concoction, if you use that volatile concoction immediately, you can create a chaser concoction depending on the volatile concoction made.

Concoction Chaser effect
Oil of Vitriol The target takes another 3d6 acid damage on hit.
Liquid Fire If the Liquid Fire is used as an attack, the target takes an additional 2d6 fire damage on a hit. Additionally, if it misses, the ground within a 10 foot radius sphere of the target burns and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Viscous Sludge The AC of any creature within the affected area of Viscous Sludge is reduced by 4 until they leave the area.

 

Always Wins

At 17th level, your mastery of the skills of the casino shine their brightest. If you roll a 1 or 2 on your Gamble d4 roll, you can expend another use to gain advantage on the attack roll, ability check, or saving throw anyway.

Additionally, if you use your Double or Nothing feature to reroll a failed attack roll, ability check, or saving throw, you can reroll without disadvantage.

Finally, you can use your Chaser Concoction feature every time you use your Volatile Concoction feature, even if you choose to store your Volatile Concoction for later use.

Comments

Posts Quoted:
Reply
Clear All Quotes