Base Class: Rogue
New
Custom Constructs
Simple
Wrist Blade (1d6 | Slashing | Finesse, Light)
- Requires: 1 Shortsword, Leather, and Scrap Metal
- This leather bracer seems normal unless seen with a DC15 Perception check. With a free action, the user may extend the telescopic blades, which have the same stats/effects as the sword that was used to craft it. This weapon does leave the users hand open for actions, but cannot be used to hold another weapon.
Clawed Gloves
- Requires: Scrap Metal and Leather
- These Gloves give you advantage on climbing and grapple checks.
Complex
Bladed Tail (2d4 | Piercing | Finesse)
- Requires: Fine Metals, 2 Daggers, Belt
- This construct attaches to you around the waist with a small harness that covers your chest, it can be worn under clothes. It can be used as a weapon and keeps the effects of one of the daggers used in its creation.
- As a special action, you can grapple a medium or large creature, allowing you to attack them with your tail, any attacks you land with your tail are automatically critical hits.
Upgrades
Bladed Tail
- You hollow out part of the tail and blade, allowing you to add vials of poison to your tail attack. 1 vial lasts for 10 attacks.
Mechanical Errors
Rolling a natural 1 on an attack roll, ability check or saving throw using a construct can cause it to break.
Roll a percentile die, if you roll 50 or lower, the construct is damage and must be repaired during a short rest (Simple Construct), or a long rest (Complex Construct)
Rolling anything lower than a 25 causing the construct to break entirely, meaning it must be rebuilt. (The DM decides what materials are recoverable from the broken device)
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
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