Rogue
Base Class: Rogue

In the modern fantasy world, where technology and magic intertwine, the Techno-Viper is the epitome of sleek, high-tech assassination and infiltration. These rogues utilize advanced gear and gadgets to outmaneuver their enemies, strike with precision, and adapt to various combat situations.

This subclass blends modern tech with traditional rogue abilities, offering a mix of stealth, precision, and frontline capabilities. The Techno-Viper should fit seamlessly into a campaign where high-tech gear is as crucial as combat skill.

3rd Level: Viper’s Gear

3rd Level: Viper’s Gear

When you choose this archetype at 3rd level, you gain proficiency with tinker's tools if you don't already have it. You also receive a set of specialized gear called "Viper's Tools," which include:

  • Adaptive Cloaking Device: While wearing light or no armor, you can use a bonus action to activate this device. For 1 minute, you gain advantage on Dexterity (Stealth) checks, and creatures have disadvantage on Wisdom (Perception) checks to detect you. Once used, you can’t use this feature again until you finish a short or long rest.

  • Grappling Hook: This versatile tool allows you to use your action to grapple a creature or object up to 30 feet away. If you are grappling a creature, you can pull it closer or push it away as a bonus action. This feature doesn’t work if the target is more than one size larger than you.

  • Shock Gloves: As an action, you can deliver an electrified touch to a creature you are grappling or touching. The target takes 1d8 lightning damage. The damage increases to 2d8 at 9th level and 3d8 at 13th level. This feature can be used a number of times equal to your proficiency bonus, and you regain expended uses after a long rest.

9th Level: Precision Strike

When you hit a creature with a weapon attack, you can use a bonus action to make an additional attack roll with advantage. If this additional attack hits, you deal extra damage. The extra damage increases as you gain levels in this subclass.

At 9th level, you can fine-tune your attacks to exploit enemy weaknesses. When you hit a creature with a weapon attack, you can use your bonus action to make an additional attack roll with advantage. If this additional attack hits, you deal an extra 1d8 damage of the weapon’s type. This damage increases to 2d8 at 13th level and 3d8 at 17th level. You can use this feature a number of times equal to your proficiency bonus per long rest.

Rapid Reflexes

You gain the ability to impose disadvantage on attack rolls against you and enhance your evasion against area effects. You can use these features a limited number of times per rest, reflecting your swift reflexes and enhanced defensive tech.

Viper's Venom

When you score a critical hit or reduce a creature to 0 hit points with a weapon attack, you can inject a venomous compound. The target must make a Constitution saving throw or suffer ongoing poison damage and effects. This feature can only be used once per long rest.

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