Base Class: Rogue
Steve’s Rogue is a rogue archetype created by Steve. No matter how many times He is asked to stop making redundant subclasses, He refuses to do so and never will. Very few people have chosen to uptake this archetype, as it is fairly underappreciated for what it is. Most rogues joining the business dismiss it without a second thought, firmly convinced it is a joke made by the God of Clouds and Undeath. However, the select few that do choose to uptake it endure no training at all, they simply must ask Steve for it and he will (usually) provide. Of course, most Steve rogues are devoted followers of Him.
Quiet Magician
When you choose this archetype at 3rd level, you can now cast spells without using any verbal components. This effect applies also to spell scrolls. In addition, you also gain the magic initiate feat from this feature. If you already have this feat, you do not gain secondary benefits from it.
Necrotic Drain
At 3rd level, whenever you attack a creature and have advantage on the attack roll, you regain an amount of hit points equal to the damage done to the creature. The amount of hit points regained cannot exceed your hit point maximum.
Resistant Assassin
When you reach 9th level, your fortitude increases. At the end of a long rest, you may choose to gain resistance to fire, lightning, cold, necrotic, poison, or acid damage.
Level 13 Steve's Rogue Feature
At 13th level, you must choose a 13th-level feature from a different Rogue archetype. Steve was too lazy for this and could not be bothered to create something new, so He instead asks His Rogues to pick something else.
Weaponized Soul
When you reach 17th level, you can use your action to turn a creatures soul into a deadly weapon. Choose one creature you can see within 30 feet of you. That creature must succeed on a Charisma saving throw. The DC for this save is equal to your rogue level + your intelligence modifier. A creature that fails this saving throw is reduced to 0 Hit Points, and has it's soul ripped out of it's body, which stretches out in a 5-foot wide 40-foot long line as a deadly projectile. Each creature in this line must make a Dexterity saving throw with the same DC as before or take 10d10 necrotic damage, which ignores resistances and immunities, or half as much damage on a successful save.
A creature who succeeds on the initial save simply takes 10d10 necrotic damage.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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4/20/2020 1:03:17 AM
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Posted Jan 7, 2024This was, hands down, the best thing I have ever seen on this site. Thank you.
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Posted Nov 23, 2023Amazing