Base Class: Rogue
Fueled by fragmented prophecies, cryptic teachings, and the enigmatic allure of apocalyptic lore, adherents to the Worldender Rogue tradition serve as the shadowy custodians of destiny-altering knowledge. These rogues frequent secluded libraries, underground chambers, and whispered conclaves across various realms, safeguarding an array of artifacts, manuscripts, and secrets that carry the weight of world-shaking events. Yet they are more than mere stewards of foreboding wisdom; they are its arbiters, tasked with navigating the fine line between oblivion and renewal.
These rogues abide by the complex creed: "To comprehend the end is to grasp the infinite beginnings." With each uncovered mystery, they prepare themselves for a grand cosmic tableau, a confrontation between being and nothingness. Through meticulous training that blends stealth with forbidden arcana, they refine their Sneak Attacks into rituals capable of bending the very threads of fate. These acts, once committed, are carefully documented in obscure languages and ciphered texts, imparted to the next wave of rogues willing to bear the weighty mantle.
Apocalyptic Strike
At 3rd level, your Sneak Attack incorporates mystical incantations and doomsday rites. When you deal Sneak Attack damage, you can add one of the following Apocalyptic Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to use the effect.
If a strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.
- False Omen (Cost: 2d6): The target must succeed on a Wisdom saving throw or become Frightened of you until the end of its next turn. If the target succeeds you gain 1d6 back to your sneak attack damage.
- Purge (Cost: 1d6): Target must make a Constitution saving throw. On a failed save, all healing received and given by the creature is halved until the end of your next turn.
- Cursed Ground (Cost: 1d6): Choose a 10 foot square in which the target stands. The ground within becomes difficult terrain until the start of your next turn, and the target cannot gain the benefits of the Disengage Action.
- Void’s Grasp (Cost: 1d6): As you strike your target, you momentarily channel the inexorable pull of a planet-ending black hole. When a creature makes an opportunity attack against you after being hit by this strike the target must make a Strength saving throw. On a failed save, they are pulled to the ground, falling prone and losing their reaction until the start of their next turn.
- Sacrificial Pact (Negative Cost: Gain 1d6 of Sneak Attack): You take damage equal to the number you roll on the extra Sneak Attack die you gain. The damage cannot be resisted or reduced. This effect can be taken a number of times per turn equal to your Proficiency Bonus.
- Earthly Rapture (Cost: Lose 2d6 until next long rest): When a creature within 30ft of you fails a death-saving throw, you immediately know their death-saving throw status, and you can use your reaction to trade 2d6 of your sneak attack damage to turn that failure into a success. When you finish a long rest, you reacquire any dice expended by this feature.
Doomsayer's Oath
Starting at 9th level, as a bonus action, you can utter an apocalyptic prophecy. Until the start of your next turn, choose one of the following:
- Warding Omen: Gain temporary hit points equal to your Dexterity modifier.
- Painful Revelation: Add your Proficiency Bonus as psychic damage to your next successful Apocalyptic Strike.
- Dreadful Premonition: Gain a bonus to saving throws against spells and magical effects equal to your Wisdom modifier (minimum of 1).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses after a long rest.
Harbinger's Pact
At 13th level, your connection to ominous forces deepens. During a long or short rest, you can perform a ritual to select one of the following benefits. The benefit lasts until you choose to perform the ritual again to select a different one.
- Mystical Insight: Your eyes take on an otherworldly glow. Gain darkvision up to 60 feet, and you can see through magical darkness. Additionally, gain advantage on Wisdom (Insight) checks against creatures of the Fey, Fiend, and Undead types. When you use your Apocalyptic Strike, you gain access to a new option:
- Cloak of Night (Cost: 2d6): Magical darkness emanates from you, enveloping an area in a 15-foot radius. The darkness lasts until the start of your next turn and is impenetrable to all except you, who can see through it thanks to your Mystical Insight.
- Infernal Trickery: Gain advantage on Charisma (Deception) and Charisma (Intimidation) checks against Fey, Fiend, and Undead creatures. When you use your Apocalyptic Strike, you gain access to a new option:
- Hell's Rebuke (Cost: 1d6): You can cast Hellish Rebuke as a reaction when you take damage before the end of your next turn. This use of Hellish Rebuke doesn't consume a spell slot and is cast at its lowest level.
- Seer of the Apocalypse: Maintain the ability to cast the spell 'Divination' as a ritual without using up material components. When you complete a short rest, you reduce your exhaustion level by one. When you use your Apocalyptic Strike, you gain access to a new option:
- Fate Sunder (Cost: 1 level of exhaustion): Your assault breaks through the very fabric of your enemy's destiny. Gain extra Sneak Attack dice equal to your Proficiency Bonus for this assault. These additional dice are counted as Sneak Attack dice for the sake of any other features or skills you possess, and the damage done by this attack cannot be resisted or diminished in any way.
Herald of the End
At 17th level, you become a living portent of doom. As an action, you can declare an end-time prophecy, causing a cataclysmic event to occur within a 20-foot radius centered on a point you can see within 60 feet of you. Choose one of the following effects:
- Rain of Fire: All creatures in the area take 10d10 fire damage, or half as much on a successful Dexterity saving throw.
- Abyssal Darkness: The area is filled with magical darkness, and all creatures within are restrained. A creature can make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success.
- Temporal Stasis: Time slows down in the area. All creatures must make a Wisdom saving throw or be stunned until the end of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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