I'm a game designer, and I have a tendency to play support classes. In my game, the characters' roles are defined by stats only, not by classes. When you put points into Love, you get better at healing, regardless of what class you pick. You could be a healing sorcerer, a healing daredevil, a healing bard, a healing cook, a healing tactician. The list goes on.
I want to try my hand at breaking the typical tropes in D&D too. I already added Healing capabilities to the Monk, and I like the result. Now I want to add healing, but with a twist, to the Rogue. I'm in super early stages of development (Ideation phase) and currently look for unique ways of keeping the rogue roguish and how to make that spec's healing feel unique.
At third level, I am planning to introduce a healing points repertoire, that becomes bigger as you gain levels in the class. Similar to lay on hands, you can also spend points of healing to cure ailments, and it would refresh on a long rest. However, I plan on going Moira (Overwatch) on this one. The Rogue class is a mad scientist/vampire type that steals the life force of enemies he sneak attacks. The idea is that the damage you deal with sneak attack is transferred into your healing pool.
How do you like that basic idea? Of course there's a lot of things to do, and the healing repertoire is kind of like a buffer. To make the class rely more on sneak attacking, the repertoire could be reduced (5 points per rogue level, for example).
Interesting concept. Perhaps to enforce the buffer nature of the attack you could make it that the rogue can absorb any hitpoints damage done with their sneak attack dice as temporary hitpoints (restrict to living targets perhaps, and add a scaling upper limit to each absorption or limited uses per day for balance if required). Then as a bonus action they can transfer the temporary hitpoints they gained this way to another creature as healing (short range or touch). Being temporary hitpoints they can't stack up; if the rogue still has some left (not yet transferred) from a previous attack then they can only replace those, not add the two together.
Rogues also tend to get a skill or proficiency in this first archetype feature. Perhaps expertise in medicine for their anatomical studies. Then the later features can build on that theme with powerful critical attacks or necromantic effects, or other ways to use the hitpoints they absorb.
Ooh, ooh. Rather than heal diseases or poison, as a later level skill give this rogue the ability to draw out the poison or disease from a friendly and then use it as a weapon somehow. Poison damage on next hit, single use cast of a related spell, like casting Dragon's Breath targeting themselves so they can breathe a poison attack for the next minute.
Maybe there could be some level of risk in pulling the poison for near-immediate use. Perhaps the act of holding onto that poison for too long inflicts it on them or they have to use a bonus action to keep it inert until the turn they pass it on or take a full action to neutralize it. Drawing it out should still be a melee range thing. Some damage limitations may also be wise.Maybe your next successful sneak attack deals ongoing poison damage instead of the standard bonus or something.
You may also want to allow the rogue to spend up to a hit die of his own health if the healing pool is empty. Nothing says "crazy blood mage" like using a little bit or your own blood as part of the magic.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey
I'm a game designer, and I have a tendency to play support classes. In my game, the characters' roles are defined by stats only, not by classes. When you put points into Love, you get better at healing, regardless of what class you pick. You could be a healing sorcerer, a healing daredevil, a healing bard, a healing cook, a healing tactician. The list goes on.
I want to try my hand at breaking the typical tropes in D&D too. I already added Healing capabilities to the Monk, and I like the result. Now I want to add healing, but with a twist, to the Rogue. I'm in super early stages of development (Ideation phase) and currently look for unique ways of keeping the rogue roguish and how to make that spec's healing feel unique.
At third level, I am planning to introduce a healing points repertoire, that becomes bigger as you gain levels in the class. Similar to lay on hands, you can also spend points of healing to cure ailments, and it would refresh on a long rest. However, I plan on going Moira (Overwatch) on this one. The Rogue class is a mad scientist/vampire type that steals the life force of enemies he sneak attacks. The idea is that the damage you deal with sneak attack is transferred into your healing pool.
How do you like that basic idea? Of course there's a lot of things to do, and the healing repertoire is kind of like a buffer. To make the class rely more on sneak attacking, the repertoire could be reduced (5 points per rogue level, for example).
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
Get Michtim For D&D
The Tavern (casual RP socializing) game: DM, feel free to join, but read rules in first post and post questions if you have any!
Tym Eisenfuchs: ambiguous Michtim Warlock
Click links to find out more!
Interesting concept. Perhaps to enforce the buffer nature of the attack you could make it that the rogue can absorb any hitpoints damage done with their sneak attack dice as temporary hitpoints (restrict to living targets perhaps, and add a scaling upper limit to each absorption or limited uses per day for balance if required). Then as a bonus action they can transfer the temporary hitpoints they gained this way to another creature as healing (short range or touch). Being temporary hitpoints they can't stack up; if the rogue still has some left (not yet transferred) from a previous attack then they can only replace those, not add the two together.
Rogues also tend to get a skill or proficiency in this first archetype feature. Perhaps expertise in medicine for their anatomical studies. Then the later features can build on that theme with powerful critical attacks or necromantic effects, or other ways to use the hitpoints they absorb.
I really like this idea. Consider me subscribed
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I like your idea, temp hitpoints are also thematically appropriate. need to find some time to do the actual design tho. :)
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
Get Michtim For D&D
The Tavern (casual RP socializing) game: DM, feel free to join, but read rules in first post and post questions if you have any!
Tym Eisenfuchs: ambiguous Michtim Warlock
Click links to find out more!
Ooh, ooh. Rather than heal diseases or poison, as a later level skill give this rogue the ability to draw out the poison or disease from a friendly and then use it as a weapon somehow. Poison damage on next hit, single use cast of a related spell, like casting Dragon's Breath targeting themselves so they can breathe a poison attack for the next minute.
Maybe there could be some level of risk in pulling the poison for near-immediate use. Perhaps the act of holding onto that poison for too long inflicts it on them or they have to use a bonus action to keep it inert until the turn they pass it on or take a full action to neutralize it. Drawing it out should still be a melee range thing. Some damage limitations may also be wise.Maybe your next successful sneak attack deals ongoing poison damage instead of the standard bonus or something.
You may also want to allow the rogue to spend up to a hit die of his own health if the healing pool is empty. Nothing says "crazy blood mage" like using a little bit or your own blood as part of the magic.