Rogue
Base Class: Rogue

Your attachment to any single realm is slipping, granting access to abilities unseen amongst other archetypes. As others live in the material world, your gaze is pointed higher, farther, and seeing the bigger picture. Because of your awakening to the cosmos, your body has grown more durable, more adaptable, ready for anything that could come your way. Forget everything you know about rogues. Those who have tapped into the cosmos have their own unique way of fighting compared to others of their ilk.

Realmstride

When you take this archetype you begin feeling connected to the far reaches of the realm, giving you the ability to walk on any surface, run in water/liquids, and walk on walls or ceilings. You are unhindered by difficult terrain, but still take environment damage Eg. walking on lava and taking fire damage.

Planar shield

Upon taking this archetype at level 3, your attachment to the edge of the realm has shifted to the space beyond, leaving you feeling detached from any one plane of existence. All damage from attacks is reduced by your rogue level. Additionally, you gain +3HP and an additional +1hp per rogue level.

Ominous aura

Your intent to kill leaks out and the enemy can feel it. Whenever you try to intimidate, or a creature enters combat with you, everyone involved must roll a contested intimidation roll against yours. Any that fail against your roll gain disadvantage attacking anyone else but you while you are not unconscious, and you are granted the sneak attack bonus against them for your first attack each turn. Any who win against your roll are immune for 2 turns and you can not gain sneak attack against them while they are immune

Shadow anchor

You can pull a number of creatures up to your rogue level from up to 30ft away through the shadows and move them within reach. Anyone being pulled can make a Dex saving throw, with disadvantage if they are not aware of the rogues position or that they are being targeted. (DC=rogue level+Dex mod) If there is no space available around the rogue they appear in the next closest space. Any hostile creature that tries to move away or towards another creature pulls the rogue through the shadows for an opportunity attack on their back with the sneak attack bonus.

Aspect of the realms

for 1 minutes you may become an aspect of the realm itself, turning into an elemental appropriate to the realm. (Work with your DM for what element type works. You may choose from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) All attacks made by you or party within 20ft  add an additional 2d10 damage of the same type as the element you now embody. You gain immunity to any type of damage that is the same as you, and resistance to all others. You have uses equal to your Int modifier. You recover 1d4 uses per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/5/2024 11:21:16 PM
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14
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11/20/2024 5:21:40 AM
15
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