Rogue
Base Class: Rogue

Trained from a young age at the Black Academy in Palaceport, the Empire of Tyr's Black Guard are among the most effective operatives in all of Vontilar. Skilled in both subterfuge and combat and enhanced with powerful mutagens, those strong-willed enough to survive the brutality of the Academy and graduate as Blackguards will strike fear into any opponent.

NOTE: This subclass can only be selected with your DM's permission and must be chosen at 1st level. Additionally, only species with human blood can select this subclass.

Mutagen Enhancement

When you take this subclass at 3rd level, you gain a climbing and swimming speed of 20'. Additionally, due to the mutagens' effect on your wound healing, you gain 1 extra hit dice to use per short rest.  Also, when you make a running long jump or a high jump, the distance you can cover increases by a number of feet equal to 2x your proficiency bonus or Dexterity modifier (whichever is higher) for long jumps and 1x this for high jumps. 

Guerilla Commando

  • Unarmed Combat: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. Additionally, you can roll a d4 in place of the normal damage of your unarmed strike. You can also deal your sneak attack damage with your unarmed strike.

  • Weapons Training: You gain proficiency with all crossbows, explosives, and all 1-handed martial melee weapons. You also gain the Two-Weapon Fighting style from the Fighter class.

Espionage Training

You have acquired the skills to become a proficient spy. You gain proficiency with the disguise kit, the forgery kit, and proficiency with one of the following skills: Deception, Insight, Investigation, Intimidation, Persuasion. You also learn one language on your choice.

Extra Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you choose a Sneak Attack, you can only attack once on that turn.

Amplifier Stimulants

Starting at 13th level, Blackguards learn to create and use powerful stimulant injections. You gain proficiency in the Alchemist's Kit and Herbalism Kit. For a number of times equal to your proficiency bonus per long rest, you can use any of the following amplifier stimulants. Only one stimulant may be used at a time, and a second one cannot be activated until the duration of the first has ended. Each stimulant lasts for 1 minute or 1 effect as listed below. Out of combat, the stims that affect your skills last 1 hour. Once the uses are expended, you must complete a long rest and pass a DC 15 skill check for one of the above kits to recreate your stimulants. After each use of a stimulant, you must roll a DC 15 Constitution saving throw or gain one level of exhaustion that can only be cured through magical means or a long rest.

  • Berserker Stimulant (Ragestim) - grants the ability of a level 1 Barbarian's rage. If a multiclass with Barbarian, this stim adds 1 minute of duration to your Rage. However, you have disadvantage on all Intelligence and Wisdom checks for the next 2 hours.
  • Durability Stimulant (Durastim) - grant resistance to nonmagical piercing, bludgeoning, and slashing. At the end of the duration, you take 2d4 damage. If this damage drops your HP to zero, you have disadvantage on your Death saving throws.
  • Regeneration Stimulant (Regstim) - gain hit points equal to your Constitution bonus and 2d8 temporary hit points. However, your movement speed is reduced by 10'  and you have disadvantage on Dexterity saving throws for the next 2 hours.
  • Sharpshooter Stimulant (Sharpstim) - gain advantage on your next ranged attack roll and +1 to ranged attack and damage rolls. However, you have disadvantage on all melee attack rolls until the duration is complete.
  • Quickening Stimulant (Fastim) - increase movement speed by 10' and gain advantage on Acrobatics/Athletics checks related to running, climbing, or jumping. In combat, you can Dash or Disengage once each without using bonus actions. However, you have disadvantage on Constitution and Strength saving throws for the next 2 hours.
  • Stealth Stimulant (Quietstim) - gain advantage on all Stealth and Sleight of Hand checks. Can take the Hide action as a bonus action. However, your movement speed is reduced by 10' until the duration is complete.
  • Assassin Stimulant (Killstim) - You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
  • Expertise Stimulant (Exstim) - gain expertise in a skill of your choice in which you are already proficient. If already an expert in the skill, you gain advantage on a number of skill checks of this skill equal to your proficiency bonus.

Master Mutant

Upon reaching 17th level, you can expend all remaining uses of your stimulant injections to become an unstoppable combatant. This lasts for 1 minute and cannot be ended early unless you are incapacitated. After the effect ends, you gain one level of exhaustion and must pass a DC 17 Constitution saving throw at the end of combat or gain a second level of exhaustion. You gain the following benefits throughout the duration:

  • You attack 3x, instead of twice, whenever you choose the Attack action.
  • You gain half-resistance to nonmagical piercing, bludgeoning, and slashing damage and can add half your proficiency bonus to Strength, Constitution, and Dexterity saving throws.
  • Your movement speed increases by 15'.
  • You are immune to charm, fear, and other psychiatric effects.
  • You score a critical hit on a roll of 19-20.
  • You can continue fighting when reduced to 0hp, but must still make death saving throws, which are done with disadvantage.

Previous Versions

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