Base Class: Rogue
A great beast wreathed in flames began to crunch down on a conveniently laid out carcass of a bull. The poisoned meat fills its stomach lulling it into stupor as the viper closed in and with a few swift strikes finished the creature's reign of terror.
With every movement of their glistening blades, the viper attacked in an endless flurry of blows finding every gap in the creature's defense, overwhelming them until they fell.
With the lighting of an incense and a meditative state, the viper felt a surge of power allowing them summoning of flames and ice granting the edge they needed. With their awakened strength with steel and sorcery the targeted mark fell.
Vipers are expert monster slayers who emulate the skill and swiftness of the snake they draw their name from. Their deadly fangs and lightning speed inspire the vipers to take on foes far larger than themselves allowing them to safe guard society from the preternatural dangers lurking in nature.
Level 3: Flow of the Viper
At 3rd level, when you make a melee weapon attack you gain one charge of flow. You may spend charges of flow to replace attacks with a viper strikes instead. Some viper strikes require creatures to make saving throws. The DC is calculated as:
When you make a viper strike attack, you do not gain a charge of flow. There is no limit to the number of attacks you may replace in a turn. You may have a maximum number of charges of flow equal to your proficiency bonus. Viper Strikes are detailed at the end of the subclass description.
Viper strikes which do not replace attacks or are usable on hit will have their use requirement specified in their description.
Viper Strikes
Level 3: Viper Stance
Also at 3rd level, you have developed a customized grip attachment which allows you to combine two one handed, light, finesse weapons into a single dual bladed staff called a Viper Staff. The Viper Staff is a two handed, light, finesse weapon. When applying damage you decide the damage type between the two weapons used to create the staff and deal any additional effects or bonus damage associated with that weapon. Attacks made with the viper staff deal bonus damage equal to your proficiency bonus. While wielding the viper staff you may use a bonus action to misdirect your target, gaining advantage on your next weapon attack until the end of your turn.
As a bonus action you may enter or exit your viper stance, some viper strikes may switch your viper stance as well.
Level 3: Viper Style
Beginning at 3rd level, you've learned to fight adeptly with two weapons. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can draw or stow two one-handed light weapons when you would normally be able to draw or stow only one.
Additionally, you trained to be fleet of foot in the dire situations. Your movement speed is increased by 5ft. and when you disengage from an enemy you are unaffected by difficult terrain. At 9th level, your movement speed is increased by an additional 5ft. and you gain the ability to move along vertical surfaces and on your turn without falling during the move.
Level 9: Serpentine Aspect
At 9th level, your fighting style has allowed you to expand your skills beyond battle. You gain proficiency in the sleight of hand and stealth skills. If you are already proficient in these skills, you gain expertise in these skills.
Level 9: Ambidextrous Fighter
Beginning at 9th level, you have learned to fight as efficiently with your off hand as you do your main hand. You gain a second bonus action you may use on your turn. You may only use this bonus action to make a melee weapon attack with your off hand weapon or to gain advantage on your attacks while wielding the viper staff.
Level 13: Slithering Strike
Beginning at 13th level, as an attack you may throw one of your weapons at a target creature or location within 20ft. of you to make a ranged weapon attack with the weapon. You may target a creature or location up to 40ft. away from you but make the attack with disadvantage.
After throwing the weapon you may use your bonus action to teleport to the location of your weapon. You may do this once. Uses of this feature are recovered when you complete a short or long rest.
Level 17: Deadly Precision
Beginning at 17th level, when you make a weapon attack you gain a bonus to your attack rolls equal to the number of flow charges you have.
Comments