Rogue
Base Class: Rogue

You have gone missing for a few hours. When you return, you seem as normal but now have some type of magic flowing through your body. You gain wings that can be visible at all times or only appear when needed and appear instantaneously. In standard form, they appear like angelic wings that have a grey or darker discoloration to them with a slight smoke emanating. When you transform into your archangel form, unleash the dark divine energy within yourself, causing your eyes to turn into pools of darkness with smoke emanating and your wings to transform into two metal (like adamantine) wings, which have an overwhelming presence that insights fear in enemy creatures within 10ft, possibly frightening them (DC 10+char modifier- [minimum 0 mod]). As a result of taking this subclass at 3rd level, you are attuned to darkness due to the archangel within and gain darkvision (if not already gained from race, it changes to superior darkvision with 120ft), gain wings, and proficiency in wisdom saving throws. These new wings when in natural and metallic form do not produce the normal amount of sound (almost none) from moving or flying (requires a perception hearing check) and do not weight are light because of the archangel spirit's magic. Flying speed 50ft as if a natural part of you.

 

Archangel Form

Starting at third level, everything about your body changes along with your wings becoming sharp adamantine with a smoke of any color covering them. Your walking is reduced 5ft below your natural walking speed because of the weight, although still light because of magic (You can control the weight ex. putting the wing on someone to way them down). You can transform a number of times equal to your rogue level per day and recharge after a short or long rest. You still maintain the ability to fly. Archangel form lasts for 1 minute.

Wing Swipe

Starting at third level.

Wings are proficient, finesse, and count as magic for the purpose of overcoming damage reduction. As a bonus action, you can swipe one wing with your attack. Or can swing both wings as an attack action. The base damage is 1d8+Str or Dex per wing swiped (Must be in archangel form)

Feather Knife

Starting at third level.

Finesse and proficient and count as magic for the purpose of overcoming damage reduction. You can throw one of your feathers (Ammunition 10) or all of them at once. Which replenish after a short or long rest. The range is 80ft for one knife and base damage is 1d4+str or dex (Must be in archangel form)

Or you can throw all your knifes all target one enemy 3d6+str or dex damage. Range-30ft (Proficient and Finesse). Once per combat.

Wing Shield

Starting at Third level, when entering archangel form, one of your wings can add +2 AC if choosing to use a wing as a shield. You cannot make any actions with any weapons in the hand on the side of the wing you are using; either focusing too much on that side's wing or using your arm as a controller of the wing. You can hold items in your hand and can take actions to grab things but cannot attack. While in this readied state adding AC, you have reduced speed by 5ft.

(Must be in Archangel Form)

Magic Dabbler

Starting at 9th level, a beam of crackling energy streaks toward a creature within range (120ft and instantaneous). Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. The spell creates more than one beam if not in the fighting area of an enemy; Two beams will instead shootout, dealing a decreased 1d8 damage each. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam (Use proficiency and wisdom modifier as the bonus to hit- Wisdom modifier to damage). Requires one hand open and can be used as a bonus action. You can also use this if you are using wing shield but lose the +2 to AC for the round and must use a bonus action to regain the wing shield.

Wing Block

At level 13 As a reaction to an attack, you gain +4 AC possibly causing the attack to be blocked. You take no damage on success. On fail, the use is still expended. You have 1 use per round. (Requires archangel form)

Keen Insight

Starting at seventeenth level, archangel magic gives you a +2 to initiative and advantage on perception checks

Previous Versions

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10/19/2018 10:42:59 PM
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