Thieves' Accomplice Image
Prerequisite: Must be a Rogue
 

The Thieves' Accomplice embodies a friendship between the Rogues of the civilized races and the beasts and monsters of the metaverse.  United the Accomplice and Rogue fight the monsters that threaten civilization.  When this feat is chosen the player may summon a beast or monster as their partner in crime equal to or lesser than their current CR level.  (a level 4 character would be equal to a player CR being 1/4 current level. A level 4 player character it’d be a 1/8, 1/4, 1/2, or 1 CR to keep it balanced)

  • Add your proficiency bonus to the Accomplice AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.  Its hit point maximum equals the hit point number in its stat block or four times the rogue level, whichever is higher.  Like any creature, it can spend hit dice during a short rest to regain hit points.
  • The Accomplice obeys the players commands as best as it can and understands any language you can speak including Thieves' Cant.  It takes its turn on the players initiative.  On your turn, you can verbally command the Accomplice up to 60 feet or 30 feet with silent Thieves' Cant.  Commands include where to move and to take the Attack, Dash, Disengage, or Help action (No actions required by player).   If you don't issue a command, the Accomplice takes the Dodge action. 
  • If you are incapacitated, the Accomplice acts on its own, focusing on protecting the player and itself.  The Accomplice never requires a command to use its reaction, such as when making an opportunity attack.
  • While out of combat the Accomplice can attempt to act as a distraction passing a DC10 check granting the Rogue advantage on Sleight of Hand skill checks when attempting to steal or pickpocket.

Previous Versions

Name Date Modified Views Adds Version Actions
12/7/2024 8:37:28 AM
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Thieves' Accomplice Image

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