Rogue
Base Class: Rogue

A human stalks a witch in the night, All is silent save for the gentle clinks of his chain swaying beside his chest. He holds the chain in his hand and throws it at the witch, it wraps around her and knocks her down to the ground. An elf avoids the claws of a hag with impossible speed. Filling her hands with iron and salt, she claps her hands together to create a cloud that burns the hag's skin. A dwarf rests at the bottom of the tree after his encounter with a new monster. He writes down everything he knows, making sure he is prepared the next time he encounters it.

When creating your Spook, think about how your character views the creatures you're dealing with as a result of your training. Do they view them as an ultimate evil, that they are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Spooks emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Spook caste. More often than not, most children don't get a choice when they are chosen. They tend to be the seventh child of a seventh child and the family can't find a job or trade for them so they have to often do this work for their family.

Spook's Bestiary

You have access to a spooks bestiary which you carry with you. As an action you take it out, and another action to store it away. It's a one handed object which comes in the form of a small notebook. It's classed as a magical item. Once a turn, you can spend an action to identify a creature. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Movement Speed
  • Total class levels (if any)

7th Son's Resistance

Being born as a 7th son of a 7th son makes you more resistant to certain types of spells. Beginning at 3rd level, you add your proficiency bonus to your saving throws against the charmed condition, possession and saving throws from aberrations, fiends and undead.

If you already add your proficiency bonus, you add twice your proficiency bonus against these effects

Hunter of the Dark

You have advantage on Wisdom (Survival) checks to track undead and fiends, as well as on Intelligence checks to recall information about them. Upon reaching 6th level, you have advantage on Wisdom (Insight) checks and Wisdom saving throws against aberration, fiends and undead.

In addition, you don't need advantage on attack rolls to benefit from your Sneak Attack extra damage against aberration, fiends and undead.

Spook's Senses

You start to understand the 6th sense you've had since birth. As an action you can sense if there are aberrations, fiends or undead within 30 feet of you, although not their exact location.

Calm Mind

You can keep your mind calm and clear. You can use a bonus action to end the frightened or charmed condition currently affecting you.

Master Spook

Your reputation as a spook has increased drastically. When an aberration, fiend or undead start its turn within 15 feet of you or move inside this area for the first time, it must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier, or is frightened of you until the end of your next turn.

This affects creatures immune to the frightened condition. On a success, the target can't be affected by this feature again for the next 24 hours.

Spook's Staff

You receive a rowen quarterstaff with a retractable silver blade.

Using your bonus action, you can extend the silver blade and change the damage the quarterstaff does from a 1d6(1d8) bludgeoning to a 1d10(silvered) piercing when extended. It also gains the finesse property in both modes. The blade remains extended until you use another bonus action to retract it again.

The silver blade gains power as it's soaked in more unholy blood: at the 5th level (+1), 11th level (+2), and 17th level (+3).

When you reach level 5, the staff gains the Reach property when the blade is out.

Spook's chain

When this ability is unlocked you must pay 2 gold to acquire the silver chain, not retrieving it will require the same payment to purchase a new one.

As a bonus action, you can attempt to throw your silver chain at a Medium or smaller creature within 15 ft. The target needs to succeed on a DEX saving throw against your Spook DC, or be restrained. If the creature fails the save by 3 or more, they are also silenced for the duration, as the chain fastened around its mouth. If the creature is a Fiend, Undead, or Abberation, they take 1d6 radiant damage at the start of their turn. The creature may repeat the saving throw using its action on its turn. Hit or miss, you'll have to retrieve the chain before you can use this action again.

The radiant damage increases with levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spook DC = 8 + your proficiency bonus + your Strength OR Dexterity modifier.

Comments

Posts Quoted:
Reply
Clear All Quotes