Base Class: Rogue
(TW: Edge-ist subclass you'll ever see) Are non-Empathetic? Do you enjoy watching blood spill from you're enemies even if it's just a graze on the cheek? Do people often find your method's.. Unethical? You may be an Marauder! You often enjoy taking advantage of other people to gain. Whilst other people may dislike you're method's they sure as hell are effective. You'll manipulate, Deceive, And cut till the job's done and you relish in it. though you may have more of your own best interest in mind you can also benefit your teammates to.. after all more people on the battlefield the less you're gonna be targeted.
Tangential Wound.
"So what if you didn't cut deep. 1000 cut's will still kill."
Starting at level 3 You gain Tangential wound. As a reaction if you miss an attack you may roll again if you're weapon is light or has the finesse attribute, Successfully landing this attack you will be able to roll 2d4+Dexterity modifier in slashing damage. On top of that, the target you hit with said strike will begin bleeding unless they are strictly stated to not have any form of essential liquid within them. This bleeding effect will last for 1d4 round's but can be stopped from a heal or a successful medicine check. It will deal Your Dexterity modifier + Your Proficiency modifier in bleeding damage (Slashing but it ignore's resistance) each round it is active for.
This ability will somewhat scale with your attack, Adding a d4 to Tangential wound (Not the bleeding damage) Every other level you would gain d6's for your sneak attack.
If the target's bleeding ends naturally via round's they will gain disadvantage on constitutions saving throw's and check's until they recieve a long rest
At 10th level you will gain Nicked Artery: Unless the target you have hit with Tangential wound has been healed for over 30 point's of health your bleeding effect will not stop. if they do heal for 30 point's the effect will only last for 1d4 round's.
Forced Fratricide.
When a opponent miss's you with a melee weapon attack or ranged attack with a thrown weapon, you may with the cost your reaction, force them to roll again against a target within 10 feet of you and must move 5 feet in the direction of said target. UNLESS that target is Actively falling.
Cadaver Cover.
At 9th level a use of cunning action or you're action if you so choose, allow's you to pick up a corpse off the floor to use as cover. If the corpse is the same size of you, you'll gain half cover unless you choose to spend you're action or bonus action to hunker down and gain 3 quarter cover. A creature larger then you by one size you will have to make a strength check with a dc of 15 to use as cover but you will gain constant 3 quarter's cover whilst using their body as cover and if you so choose to hunker down you'll gain full cover. a corpse a size smaller then you cannot be used as cover. a corpse 2 size's larger can only be used as immobile cover.
If you're Armour class is surpassed and said corpse's cover result's in said hit missing then the corpse absorb's the hit and it affect's the corpse's hp. A tiny corpse has 5 A small corpse has 10 hp, a medium corpse has 25 hp, a large corpse has 50, a huge corpse has 100, and a Gargantuan corpse has 125.
At level 15th level you may use a corpse one size larger then you to also give a teammate within 5 feet of you half cover.
Immoral Vigilance
At 13th level you gain the ability to use more then 1 reaction per round.
You gain two different reaction's similarly to cavalier. One that you can only use for your class features that require it. And the other that may be used for regular reaction's like: attacks of opportunity OR you're class features.
Hypocritical attitude
"Ah a few lost finger's is better then death mate." You may use one of these abilities twice or Two different abilities once per long rest.
You're used to gaining advantage's through any mean's necessary even if that mean's loosing a couple fingers. if you are grappled or restrained by a creature you can bite the bullet and at the cost of dealing max rolled damage to yourself with the weapon you are using you may roll an attack against the creature. You gain advantage and if you hit you gain sneak attack and are un-grappled and or un-restrained. if said weapon applies additional effect's you may roll to resist them using the weapon's dc if they're is one provided.
Your unstable personality make's resilient to charm and domination. if you are charmed or dominated you may take you're turn to end the effect and lash out striking anything within 5 feet of you. if said attack hits you may choose to use sneak attack or not. if the target you hit is the one who charmed or dominated you, you crit on a nat 14 or higher. you're next turn is skipped as you're throwing up from the amount of strain pushing through a spell like that takes.
You know how to twist, dislocate, and push you're muscle's to doing what you want even if it hurts you in the long run. If you are stunned or paralyzed you can power through at the cost of taking 2d12 Bludgeoning damage + the spell's level AND gain a level of exhaustion.
You're not gonna take being knocked out of a fight immediately just cause some dude shouted some fancy magic at you, you always keep a little brew in your back molars to reduce the effect. If you are hit with any instant kill effect's you're instead immediately reduced to 0 hit point's and unconscious with 1 failed death saving throw instead of outright killed.
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Posted Dec 20, 2023First attempt at a subclass, CONSTRUCTIVE criticism is appreciated and will be gladly taken.