Rogue
Base Class: Rogue

Desert inspired warriors who train their bodies and blades as one. 

Sand Serpent’s Blessing

When you choose this archetype at 3rd level, you develop the talent to infuse your weapon into the weapons of the desert.

Fighting Style

Starting at 3rd level, you choose 1 out of 3 fighting styles. Each has a unique skill that can be used with limitations. Composite Bow, Khophesh, or Chained Swords.

Chained Swords

When you hit with a chain blade, you may use a bonus action to attack with the other end of the chain blade dealing 1d4 piercing damage. You may use your Dexterity modifier for your bonus attack roll.

Chain Storm

Player swings both sword with such precision that creatures caught in a 10 foot range must make dexterity saving throw. On fail takes full damage. Half damage on Success. Damage is 2d6+ Dex Modifier. Charges are based on proficiency bonus.

Composite Bow

Range: 100ft./400ft.

Damage:1d10

Damage Type: Piercing

Grants Proficiency. You gain access to 2 types special arrow that can be used based on your proficiency bonus

Piercing Arrow

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

 The piercing damage increases to 2d6 when you reach 17th level in this class.

Desert Arrow

You use conjuration magic to give your arrow the ability to create a sand pit 10 foot Sphere. Creatures stuck in this must make a CON Save. On fail save, the creature is immobilized and takes 2d6 force damage if still trapped at the beginning of their next turn. The terrain acts as difficult terrain.

Khopesh

Damage 2d6 Piercing/slashing

Grants Proficiency

Disarm

On hit Player can use bonus action to attempt to disarm shield or weapon. Charges are based on proficiency bonus. 

Gifts of the Desert

Starting at 9th level, You are know proficient in the Poisoner's kit and gain access to lightning poison unique to the sand serpents of Menmos.

  • You can apply sand serpent poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of lightning poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 lightning damage and become mildly paralyzed (The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.) until the end of your next turn. 

Improved Critical

Starting at 13th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Sand Meld

Starting at 17th level, you gain the ability to meld into the earth. Advantage on Stealth rolls when standing on natural ground. 

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2024 2:34:01 AM
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