Rogue
Base Class: Rogue

Some rogues grow with the grime of the street running through their veins, slowly gaining their skills as a way to survive. Others, however, observe the majestic goose and study its behaviors until they learn how to apply this wisdom that nature has provided to their own craft. High places and water are where these rogues operate best. Rogues of this caliber also enjoy the mechanical side of nature and learn how to apply it.

Impeccable Honk

At level 3, you learn to perfectly imitate the honk of a goose. Beyond that you learn to throw your honk across the room. If there is a wall within 50ft, you can use a bonus action to bounce your goose call against it. Any creature within 100ft of that wall must make a wisdom saving throw DC = 10 + your rogue level, on a fail they go and investigate the sound. The DC lowers by 4 every time you use it within the same encounter. 

Reversely you can make your call without throwing your voice. This causes the same effect as above but now on a fail the targets must come to investigate your current location.

At level 6, you my use your honk to call 1d6 +1 geese to fight by your side (unless the DM determines that it would be improbable that any geese would be near by, but they may decide that you attract the aid of similar creatures). They follow your commands but will fly away upon first getting hit. You may use this part of the feature once per rest.

Nesting

Also at level 3, when you choose to hide above head height of a medium size creature, or below the waist of a creature of the same size, you have double proficiency on that stealth(dexterity) check. In the case that you are not proficient in stealth, you simply add your proficiency bonus to these particular stealth checks. You do not double your expertise with this feature. For example, if you are proficient with stealth, have chosen it as an expertise, and are level 3 then the bonus to these rolls would be +6 and whatever your dexterity modifier is. 

Evolutionary Application

At level 9, you may use your knowledge of the goose and craft equipment based on their revolutionary design. You can gather loose materials that you think will construct either a glider or flippers. To construct this equipment you must make a successful check with a DC = 14 (give or take up to 3 depending on the DM's judgment on whether or not the materials are suitable for the task), you will add half of both your Intelligence and Dexterity modifiers rounded down to this roll along with your proficiency bonus.

This process takes time as well as the above check. The time it takes, the speed received and the durability of the items are described below.

Flippers and Gliders

  • Flippers
    • 1/2 hour to construct a pair
    • Swim speed +10ft to creature (you may add your proficiency bonus to this but no one else can unless they are a Sneaky Goose as well)
    • 3 hours of swimming until they need maintenance, or 1 to 6 swimming sessions depending on the materials used
  • Glider
    • 1 hour to construct
    • Fly speed +15ft to creature (you may add your proficiency bonus to this but no one else can unless they are a Sneaky Goose as well). See * below for additional glider rules
    • The glider has 5 to 20 hit points depending on the materials used

*Gliding Rules

In order to glide one must jump off an area at least 10ft higher than the ground one intends to fly over. The 15ft of speed granted to you by the glider must be flown in a straight line, and every round the glider looses 5ft of altitude. The glider must move forward a minimum of 5ft forward or it will loose an additional 5ft of altitude. The glider can turn, but every 90 degrees cost 7.5ft of movement and an additional 3ft of altitude. If one chooses to turn 180 degrees, thus using all your movement you do not incur the 5ft altitude lose from not moving forward. Without extenuating circumstances, such as a stiff upward wind, the glider cannot gain in altitude. 

 

Sustainable Flight

At level 13, your application of goose mechanics has increased your knowledge of aviation tenfold. You have now discovered ways to mechanically fly without loosing altitude. In order to build one of these vehicles you must make a check with a DC = 16 (plus or minus 3 depending on the DM's judgement of the provided materials). To this roll you add half of you Dexterity and Intelligence modifiers combined along with your proficiency bonus.

Along with this roll, all construction takes time. Below are some examples of what you would be able to construct with this feature as well as the time required to do so.

Flying Vehicles

  • Personal Wings (only Sneaky Gooses of this level can use this flying device freely, others may attempt with an athletics(Strength) or acrobatics(Dexterity) check DC = 16)
    • 2 hours to construct
    • +25ft fly speed
    • 5 to 20 hit points depending upon materials
  • Goose Bike/Pontoon (uses gears to flap wings)
    • 1 day to construct (must be in an area with amply supply of materials)
    • +40ft fly speed (requires 1 driver, may have up to 2 passengers, -10ft fly speed per passenger), turning 90 degrees cost 1/2 speed. 
    • 2d10 + proficiency bonus hit points

With your DM's permission, you may assist other engineers or scholars develop larger, mechanical, non-magical, wing based flying machines. 

 

Long Necked Charge

At level 17, you decide to harness the ferocity of the goose. On each of your turns you may take a bonus action to take both your flying and walking speeds, either to run into a glide or glide into a run. With this feature you may ignore the 10ft above the ground rule for gliders as long as you run 10ft to lift off, but you may only go your fly speed and then land, or use the charge option of this feature. 

If you choose to use the above bonus action, you may then spend your action to charge and spear an opponent with your head, dealing 2d6 + your Strength and Dexterity modifiers bludgeoning damage. This also knocks the creature prone as long as it is the same size or smaller than your self, and lager creatures must make a Dexterity saving throw DC = 14 and on a fail be knocked prone. The targeted creature must be at a minimum of 15ft away from your starting position or at maximum of your two speeds combined. You must use both walking and flying speeds to get to this target. You may use this part of the feature freely a number of times = to your constitution modifier (at least 1). Once this number drops to 0 you may still use this charge attack, but run a 40% chance of getting a concision and a 1% chance of permanent paralysis. If you suffer a concussion you become stunned. On subsequent turns you may use your action to make a Constitution saving throw DC = 13, on a fail you remain stunned until you take the check again, and on a success you are no longer stunned and may take whatever bonus action you desire and 1/2 your movement. If paralyzed you must have your spine repaired in order to move again. If you regain the use of your body you may never use this feature again.

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