Rogue
Base Class: Rogue

Some rogues strike with physical weapons, some through psychological. Some rogues favor trickery and theft, and others prefer the route of a killer. Arbiters, however, focus only on fate. Wreathed in loneliness and the mystique of the grave, these rogues find themselves walking a fine line as they make themselves judge, jury, and executioner. Maybe their powers manifest on accident, or maybe their need for order leads them to seek this path. Arbiters rarely work in thieves' guilds because they tend to follow their principles above orders and missions.

This is a rare path for a rogue to walk, but it does appeal to those who cannot choose between the path of the Soulknife and the Phantom. With the ability to sway minds and loose control over the grave, it serves as a favorite of those who worship gods of the Grave. A more shady church to one may harbor Arbiters as assassins, citing their grievances as a matter of divine will, regardless of the truth.

There are many ways to unlock the path of the Arbiter. Maybe you felt someone was taken untimely and sought to make everyone meet their appropriate end. Maybe you sought out rogue training from another Arbiter. Or maybe you just knew that life and death are not to be trifled with.

Respite from Mortality

By 3rd level, the threat of death begins to bother you less and less. You gain resistance to necrotic damage.

Cloud Judgement

Starting at 3rd level, your powers as the judge begin to manifest. You can use a bonus action to force one enemy within 10 ft to make a charisma saving throw or become either charmed or frightened a number of times equal to your proficiency bonus, resetting after a long rest. The DC for this saving throw is equal to 11 + your proficiency bonus.

Committee of the Damned

Starting at 9th level, you can summon up to 8 souls (determined by rolling a d8) once per long rest to serve as your fellow jurors. For each soul summoned, you can gain advantage on one skill check of your choosing. The souls disappear after 12 hours or when beginning another long rest.

Curse of the Grave

Starting at 13th level, you begin to lose the touch of the living. When knocked unconscious, you are automatically stabilized.

Last Laugh

When you reach 17th level, you gain access to the executioner part of your role. If one of your attacks is fatal, you can take another turn at the end of the round.

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