Hello! I'm back again with a new homebrew subclass for the Rogue this time, The Thrillseeker. As always, feel free to use this in your own games but give credit where credit is due and let me know if you playtest this and what you think!
//***Thrillseeker***\\
"Very few are blessed by the gods or some other power to bend the whims of fortune to their favor, even fewer accomplish this through sheer force of will. Rogues that specialize in this bizarre code of conduct are always on the razor's edge of failure and love every second of it. Every misfortune is an opportunity for them to turn the wheel in their favor and many willingly put themselves in harms way to truly test the extent of their luck. Consequences is the name of the game."
Below is listed the rules for choosing the Thrillseeker as a Roguish Archetype created by Tryp_Con_Station and edited by F. J. Foreman. This archetype focuses on a high risk, high reward style of play and lets players test how loyal their favorite dice are. While somewhat mechanically complicated, this rewards those who try dumb things and succeed, or make it all the better when they fail.
Karma: When you choose this archetype at 3rd level, you can bend luck to your whims. At the end of a long rest, choose one Dexterity or Charisma based skill. You gain advantage on that skill until the end of your next long rest, however, if at any point you fail a check with the chosen skill, the roll is considered a 1 and you lose advantage on the skill for the remainder of the duration.
Chain of Woe: At 3rd level, when you miss an attack roll against a creature, you can use your bonus action granted by your Cunning Action feature to impose disadvantage on that target's next attack roll. If the target rolls a 1 or 2 on their next attack, you gain advantage on your next attack roll against the target until the end of your next turn.
Spread the Luck: Starting at 9th level, if an ally within 30 ft of you that you can see fails an attack roll or an ability check, you can use your reaction to give them advantage on their next roll of the same type. This does not apply to rolls your ally chooses to fail. You may use this feature a number of times equal to your proficiency bonus. You regain all expended features after you finish a long rest.
Defy Odds: At 13th level, you may apply your Sneak Attack to attack rolls made at disadvantage. All other rules for Sneak Attack still apply. Additionally, once per turn, you can impose disadvantage on an attack roll, if you did not already have it. If the attack still hits, it is considered a critical hit. This disadvantage cannot be negated by spells or other features and you cannot use your Stroke of Luck feature with this attack.
One Hand Tied: Starting at 17th level, your weapon attacks score a critical hit on an 18-20, but you score a critical miss on a roll of 1-3.
Hello! I'm back again with a new homebrew subclass for the Rogue this time, The Thrillseeker. As always, feel free to use this in your own games but give credit where credit is due and let me know if you playtest this and what you think!
//***Thrillseeker***\\
"Very few are blessed by the gods or some other power to bend the whims of fortune to their favor, even fewer accomplish this through sheer force of will. Rogues that specialize in this bizarre code of conduct are always on the razor's edge of failure and love every second of it. Every misfortune is an opportunity for them to turn the wheel in their favor and many willingly put themselves in harms way to truly test the extent of their luck. Consequences is the name of the game."
Below is listed the rules for choosing the Thrillseeker as a Roguish Archetype created by Tryp_Con_Station and edited by F. J. Foreman. This archetype focuses on a high risk, high reward style of play and lets players test how loyal their favorite dice are. While somewhat mechanically complicated, this rewards those who try dumb things and succeed, or make it all the better when they fail.
Karma: When you choose this archetype at 3rd level, you can bend luck to your whims. At the end of a long rest, choose one Dexterity or Charisma based skill. You gain advantage on that skill until the end of your next long rest, however, if at any point you fail a check with the chosen skill, the roll is considered a 1 and you lose advantage on the skill for the remainder of the duration.
Chain of Woe: At 3rd level, when you miss an attack roll against a creature, you can use your bonus action granted by your Cunning Action feature to impose disadvantage on that target's next attack roll. If the target rolls a 1 or 2 on their next attack, you gain advantage on your next attack roll against the target until the end of your next turn.
Spread the Luck: Starting at 9th level, if an ally within 30 ft of you that you can see fails an attack roll or an ability check, you can use your reaction to give them advantage on their next roll of the same type. This does not apply to rolls your ally chooses to fail. You may use this feature a number of times equal to your proficiency bonus. You regain all expended features after you finish a long rest.
Defy Odds: At 13th level, you may apply your Sneak Attack to attack rolls made at disadvantage. All other rules for Sneak Attack still apply.
Additionally, once per turn, you can impose disadvantage on an attack roll, if you did not already have it. If the attack still hits, it is considered a critical hit. This disadvantage cannot be negated by spells or other features and you cannot use your Stroke of Luck feature with this attack.
One Hand Tied: Starting at 17th level, your weapon attacks score a critical hit on an 18-20, but you score a critical miss on a roll of 1-3.
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1