Rogue
Base Class: Rogue

With great emotional baggage comes great responsibility. By taking and giving emotions you can harness the power of the emotional arcane arts, a great support subclass that promotes a more movement heavy and support based way to play a rogue.

Emotional Spectrum

At 3rd level begin to harness the power of the emotional spectrum. This new profound power allows you to take or give emotions to those who sorround you, whether it be to their detriment or their benefit. All emotional states are inflicted through direct contact. When taking or giving  emotions to an unwilling opponent they make a wisdom saving throw against your spell save DC. These are classed as bonus actions.

Happiness. 
Giving: Gives advantage on the participants next 1d4 skill check
Taking:
 Gives disadvantage on the participants next 1d4 skill check

Fear.
Giving:
Cause Fear spell effects
Taking: Gives 1d4 bonus to there AC

Rage:
Giving:
Gives advantage on the participants next, 1d4 attack rolls
Taking:
Gives disadvantage on the participants, 1d4 attack rolls

The emotional dice begins at a d4 and increases with level: at 5th level (d6), 11th level (d8), and 17th level (d10). The powers above use the emotional dice.

 

Emotional Baggage

Starting at 3rd level as you begin to harness the power of the emotions of yourself and those around you a price must be paid. In order to give an emotion you must first take. Balance and order must be kept. Your baggage allows room for you to manipulate the spectrum. You begin with a maximum of 3 baggage and gain one per level, i.e. 4th level is 4, 5th is 5, 6th is 6, etc.

Note: After every long rest your emotional baggage score resets to zero.

Emotional Spike

9th-level Soulknife feature

More emotions surge in the world around you gain access to:

Campassion. 
Giving: Heals the amount equivalent to your emotional dice
Taking: Takes damage equivalent to your emotional dice

Hope. 
Giving: Gives an extra action on their next turn (does not stack on a single player)
Taking: Gives the stun effect to the chosen target

Emotional Outburst

13th-level Equanimity feature

The Emotional spectrum floods into you, at the cost of five emotional points choose to have an emotional outburst.

Positive Emotions.
Send out a wave of positive emotions in a 10-feet radius around around you. This emotional outburst heals targeted creatures in the area of effect to the equivalent of whatever you roll on an emotional die, and also gives advantage on any of the rolls they next take.

Negative Emotions.
Send out a wave of negative emotions in a 10-feet radius around you. The emotional out burst damages targeted opponents in the area of effect to the equivalent of whatever you roll on an emotional die, and they also gain disadvantage on any of the rolls they next take.

 

 

True Equanimity

17th-level Equanimity feature

Gain complete control over the emotional spectrum, at the cost of ten emotional points cast either Depressive Episode or Euphoric Episode once per long rest.

Depressive Episode.
Take all positive emotions of an individual  and if the individual you choose has 100 hit points or fewer, it dies. Other wise 50 damage.

Euphoric Episode.

Channel all the positive emotions you can to either revive an individual from death, or heal 1d6 individuals to 3/4 there max hitpoints.

Comments

Posts Quoted:
Reply
Clear All Quotes