Rogue
Base Class: Rogue

"SO YOU'RE TELLING ME THAT NONE OF YOU REMEMBER ANYTHING OF LAST NIGHT? NOTHING? I'M MEANT TO BELIEVE THAT SOME YOUNG VANDAL BROKE IN HERE, LOOTED MILLIONS OF GOLD PIECES WORTH OF VALUABLES AND ESCAPED WITHOUT A KNICK, FROM THE HIGHEST SECURITY VAULT IN FAERÛN? UNDER THE UNSUSPECTING VERY NOSES OF MY BEST ELITE SOLDIERS? WHAT DO YOU THINK I PAY YOU FOR?" The Baron screeched in one, long breath. His eyes- bulging and full of disbelief- darted from one cowering guard to the next. His face, now flushed a hue of violet that any gardener would be pleased to see in his blooming geraniums, was pulsating like a throbbing heart. Meekly, one of the guards spoke.

"A-actually s-sir, you d-d-don't pay us."

From the shadows, a man dressed all in black leathers watched the scene, and smiled to himself. Those fools would never be able to recount what had happened that night, nor would they when he came back this dusk, to finish the job he had started.

 

Rouges that follow this unusual archetype sharpen and discipline their psyche to blast and twist their victim's minds for torture, amnesia, or even death. When one chooses this path, they learn the secrets to the inner workings of the mortal mind, and how to manipulate it to exert their will into the outside world.

Psyche Spike

When you choose this archetype at 3rd level, you can choose to make a special unarmed strike as an action that sends psychic energy pulsing through the target. The unarmed strike is modified in the following ways:

  • You can use Dexterity instead of Strength for your attack rolls for your unarmed strike.
  • On a hit, the strike deals 1d4 bludgeoning damage + your Intelligence modifier in psychic damage. This damage increases to 1d6 at 6th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
  • You may apply Sneak Attack to this unarmed strike. When you do so, the Sneak Attack damage changes to psychic damage.

Illusory Initiate

Also at 3rd level, you can reshape reality with your mind. You learn the Minor Illusion cantrip, and can use it in special ways with this feature. For a start, when you cast this cantrip, it has a duration of ten minutes. Also, you may choose one non-magical part of the illusion worth no more than 10gp that can't directly harm anyone to become real for the duration of the spell. For example, you could make the illusion of an ebony chair, and make it real for the duration of the spell.

You can cast this cantrip a number of times equal to your Intelligence modifier, and can't use it again until you finish a long rest.

Psychic Manipulation

Starting at 9th level, you can manipulate the psychic energy you emit from your unarmed strikes to produce different effects. When you deal the special Sneak Attack damage to a target granted by the Psyche Spike feature, you can choose to cause one of the following effects:

  • The target must make a Constitution saving throw, or have its speed reduced to 0 until the end of your next turn.
  • The target must make a Intelligence saving throw, or suffer disadvantage on all attack rolls and ability checks until the end of your next turn as illusions dance at the back of its mind.
  • The target must succeed on a Charisma saving throw, or be transported to the Ethereal Plane. At the end of each of your turns, it may repeat the saving throw, teleporting back to the space it had last occupied, or the nearest unoccupied space, on a successful one.

Any saving throw to resist these effects goes against 8 + your proficiency bonus + your Intelligence modifier.

You can use this feature a number of times equal to your Intelligence modifier, and can't use it again until you finish a long rest.

Memory Relapse

At 13th level, you are fluent at disrupting the flow of one's thoughts with your occult powers. You gain the ability to cast the Modify Memory spell once per long rest. When you do so, the saving throw goes against a DC of 8 + your proficiency bonus + your Intelligence modifier, and the target gains a penalty to it's saving throw equal to your proficiency bonus.

Intellect Assassin

At 17th level, you are the master of assaulting other's consciousness. You gain two more options for your Psychic Manipulation feature:

  • The target must succeed on an Intelligence saving throw, or be Paralyzed for one minute. At the end of each of its turns, it may repeat the saving throw, ending the condition on a success. 
  • Your Sneak Attack damage for this attack is amplified: your d6s become d10s.

In addition, when you use the Modify Memory spell granted by your Memory Relapse feature, you may choose up to 3 creatures to be affected by it.

Previous Versions

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