Rogue
Base Class: Rogue

A snatcher is someone who is good at stealing. Too good. The object of your desire may fly to you randomly at times and your grasp may be longer than it should. The powers of a snatcher usually emerge after a near-death experience but some may be born / blessed with this power.

Snatch

At 3rd level, you gain the ability to magically steal other creatures. You can steal objects, energy or even the organs and limbs from your targets. You must have a free hand and use an Action to use this ability.

You can use Snatch and gain additional uses at 9th, 13th and 17th levels. Some snatch abilities have level prerequisites. You must be a rogue of that level to use the version.

The save DC for your Snatch is DC 8 + your proficiency bonus + your Constitution modifier.

Snatch Object. Choose an object of your choice within 60 feet. The object must be a medium or smaller object within hand, and it flies towards you, ending on your hands. If the object is held by a creature, the creature must succeed on a Strength saving throw to avoid the object from being snatched. Dc = 8 + PB + Str Mod

Snatch Body. Chose one of the creature's limbs, eyes or teeth. The target must succeed on a Constitution saving throw, or take necrotic damage equal to your sneak attack damage dice. If the creature fails the save by 5 or more, the limb is removed. If the creature has less hit points than 3 x your rogue level, you steal an organ and the creature dies on a failed save. Dc = 8 + PB + Con Mod

Snatch Speed. You force the creature to make a Constitution saving throw, or its movement speed is reduced by 10 feet, while your movement speed increase by the same amount. This benefit lasts until your last rest. You can't target the same creature more than once with Snatch Speed.

Snatch Ability (13th-level). Choose one of the creature's abilities: Strength, Dexterity or Constitution. The creature must succeed on a Constitution saving throw, or it's ability score is reduced by 1d4, while your ability score is increased by the same amount. This effect lasts until your next rest. You can't target the same creature more than once with Snatch Ability. You lose the increased score when you use this feature again.

Snatch Health (17th-level). You force a creature to make a Constitution saving throw. On a failed save, the target takes necrotic damage equal to your Sneak Attack damage dice, and you regain the same amount in hit points. Any amount that exceeds your maximum is converted in temporary hit points. You may only do this once per long rest.

Snatch and Dash

Your thieving skills reach new heights. When you use your Cunning Action to Dash, you can make a Dexterity (Sleight of Hand) check to attempt to steal a small, unattended object from a creature during your movement. The DC is determined by the DM based on the situation.

Sense Larceny

At 13th level, you gain the ability to steal the senses of a creature temporarily. As an action, you can make a Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception) check. On a success, the target is temporarily deprived of one of its senses (sight, hearing, or smell) for a number of rounds equal to your Dexterity modifier (minimum of 1). The target has disadvantage on ability checks and attack rolls that rely on the stolen sense.

 

Velocity Drain

At 13th level, your thieving prowess extends to the very essence of movement. As an action, you can make a Dexterity (Sleight of Hand) check contested by the target's Dexterity saving throw. On a success, you steal one of the target creature's movement speeds of your choice (flight, burrowing, swim, or climbing) until your next rest however if you steal a flying speed it lasts a number of rounds equal to your Dexterity Modifier (minimum of 1). The affected creature loses the ability to use the stolen movement speed during this time.

If you take a swimming speed you also gain the ability to breathe underwater until the swimming speed disappears.

Once you use this feature, you can't use it again until you finish a short or long rest.

 

Temporal Theft

At 17th level, your mastery over thievery extends to manipulating time itself. Once per long rest, as a reaction to an enemy within 30 feet of you starting their turn, you can use Temporal Theft. When you do, that creature loses its turn, and you gain an extra turn immediately after the current creature finishes its turn.

During your stolen turn, you can take all actions, bonus actions, and reactions as if it were your regular turn. However, you cannot use this ability to interrupt a creature's reaction.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/27/2023 6:42:27 PM
1
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes