Base Class: Rogue
Through some means, your character has stumbled across immortality, did they steal a magical apple from the gods? Find the fountain of youth and consume it? However you decide that your character has achieved immortality, they all share certain traits in common, ranging from the ability to steal the strength of those around you to regeneration. How your character chooses to use this newfound power though depends on how they acquired it, do they need it because they want to slay a deity? Were they aging and upset with the effects? Regardless of moral alignment, most Undying Plunderers lean towards a chaotic alignment. Immortality is not always a blessing however, with your character guaranteed to outlive everyone they know, perhaps they lose their mind sinking into depression and masochism.
Snatch
At 3rd level, whenever you see a creature with less than half of its hit points remaining within 60 feet of you, you may attempt to temporarily steal from it's physical attributes.
As an action, you may attempt to steal from either it's Strength, Dexterity, or Constitution score. When you do so, the creature must make a respective saving throw for the corresponding ability score against a Snatch DC equal to 8 + your Charisma modifier + your proficiency modifier. On a failure, the creature loses 1d4 of the respective score (down to a minimum score of 1), you temporarily gain an increase to your ability scores equal to the amount lost to the appropriate score (up to a maximum of 24). These stolen ability scores last until you finish a short or long rest, if the Snatch effect ends and the creature is still alive, they immediately regain the lost ability scores, additionally, the Snatch condition can be ended early if you wish for it to be.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Minor Immortality
When you choose this archetype at 3rd level, you gain minor immortality from a source of your choosing(this source is just for roleplay background and can be anything of your choice, this has no mechanical benefits or detriments) granting you the following traits:
- You stop aging and can make yourself appear to be any age, in addition you can not be aged through magical means.
- You don't require air, food, drink, or sleep and suffer no adverse effects from extreme weather.
- You gain immunity to disease.
Supreme Snatch
At 9th level your Snatch feature gains the following benefits due to it's frequent use making it more potent:
- Snatch can now steal Intelligence, Wisdom, or Charisma ability scores.
- Snatch no longer requires a creature to have less than half of it's hit point maximum.
- When you use your Snatch ability, you can attempt to Snatch an increase to two ability scores, not just one (Only one of the ability scores you snatch can be physical, the other ability score must be mental).
- The value that the Snatch ability steals increases to a d6 of an ability score instead of a d4 and the new maximum for any ability score you steal from is increased to 26.
Hunter Fest
At 13th level, you have mastered your Snatch ability and unlocked it's full potential, as an action you can activate Hunter Fest which grants you the following benefits:
- You may target a number of creatures that you can see within 120 feet equal to your proficiency bonus, you then immediately use Snatch on all of them, following the normal rules of Snatch except that the maximum for all of your ability scores becomes 30 during the duration of Hunter Fest.
- Additionally, the target who can make the most attacks per action(the target must have failed their saving throw against Snatch)enters a weakened state, while in this weakened state the Snatched can not make more than one attack, and you gain an extra attack for each extra attack the target would have been able to perform.
Hunter Fest's effects last for a minute, and at the end of that minute you lose all extra attacks you didn't already have, and gain three levels of exhaustion(to a maximum of 5), you must finish a long rest to use Hunter Fest again.
Perpetual Regeneration
At 17th level, you have reached the pinnacle of your existence, regardless of how you want to describe the ability that grants you Perpetual Regeneration you gain the following traits:
- You regain 15 hit points at the start of each of your turns, if you take psychic or force damage this trait ceases to function.
- Any severed limb regenerates at the end of the round it was severed in unless you take psychic or force damage, and you are immune to effects that would kill you instantly, such as the zombification of Finger of Death or beheading by a Vorpal Sword.
- No feature can bring your levels of exhaustion above 5
You enter a death-like state if you start your turn with 0 hit points and are unable to regenerate, additionally you do not die from failing three death saving throws instead entering a death-like state. A creature in a death-like state is just barely alive in the loosest, barest sense of the term. This is usually caused by magic preventing the creature's soul or life force from leaving its body when the body can no longer function, and is an extremely painful condition, while in a death-like state you are unconscious, and appear in a state indistinguishable from death to all outward inspection, you can not benefit from any effect that would cause you to regain hit points, unless that effect could also bring the dead back to life. If you spend a period of 1d4 hours in a death-like state without being healed by any means, you regain 15 hit points due to your body stabilizing itself, you must also choose one of the following penalties, a result of the stress on your body:
- You gain three levels of exhaustion
- You roll on the long term madness table, and gain that long term madness for 1d10x10 hours
- One ability score of your choice is reduced by 3(to a minimum of 3)which lasts for 10 days
All of these effects can be removed with Greater Restoration and similar effects.
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