Rogue
Base Class: Rogue

Born of non magical science in most cases it leaves the original being a shell of their former self, this shell is now full of horrors beyond most minds.

Larval Stage

Your abilities are weak and still growing within your body, when you choose this archetype at 3rd level pick one of the following genetic changes. This choice will affect all of your features in your subclass from later abilities. Additionally, any attacks or abilities that deal damage are considered magical upon reaching 9th level for the purpose of overcoming immunities and resistances.

If any of your abilities require a saving throw the DC is equal to 8+dex mod+proficiency bonus.

 

 

  • Tendril Abomination: you are tendrils masquerading in a form that has skin, you gain a natural weapon that deals a 1d6 slashinging damage, has the finesse property, and a range of 10 feet. You can activate your sneak attack feature as if this was a normal weapon.

 

 

 

  • Carapace: you have an exoskeleton hidden just under a false skin that folds away when needed, you gain a natural weapon that deals 1d8 bludgeoning damage, has the finesse property, and a range of 5 feet. You can activate your sneak attack feature as if this was a normal weapon.

 

 

 

  • Bristle Back: you grow spines that lurk beneath your skin, you gain a natural ranged weapon that deals 1d4 piercing damage and has a range of 40/120 feet. You can activate your sneak attack feature as if this was a normal weapon.

 

 

Bristle Back

You grow spines that lurk beneath your skin, you gain a natural ranged weapon that deals 1d4 piercing damage and has a range of 40/120 feet. You can activate your sneak attack feature as if this was a normal weapon.

Carapace

You have an exoskeleton hidden just under a false skin that folds away when needed, you gain a natural weapon that deals 1d8 bludgeoning damage, has the finesse property, and a range of 5 feet. You can activate your sneak attack feature as if this was a normal weapon.

Tendril Abomination

You are tendrils masquerading in a form that has skin, you gain a natural weapon that deals a 1d6 slashing damage, has the finesse property, and a range of 10 feet. You can activate your sneak attack feature as if this was a normal weapon.

Insight Into the Natural

Your creation has granted your insight into the natural world, at 3rd level when you choose this archetype or are turned into it you gain proficiency with nature and medicine skills. Your proficiency bonus is doubled for one of these skills of your choice that this feature grants proficiency in.

Pupa Stage

At 9th level your changes grow further, the first option you chose advances gain the following benefit depending on which one you chose.

 

 

  • Tendril Abomination: your tendrils have grown in strength, enough so to move you. You gain an additional use of your cunning action, you can extend a tendril to launch it towards a location within 30 that is not in full cover; you then are immediately pulled towards the location not provoking any opportunity attacks.

 

 

 

  • Carapace: your plating has strengthened enough to open up without collapsing and can now wrap around creatures, make an attack roll against a creature of equal or smaller size than you if you hit that creature is wrapped in your body. Your movement speed becomes 0 and you move with the creature wherever it moves unless it is teleportation. The only action you can take while in this state is to either release the target or attempt to crush, the target makes a strength saving throw against your bioweapon DC or takes damage equal to your carapace slam attack+your sneak attack. A creature can escape this grapple as an action making an athletics check against your bioweapon DC.

 

 

 

  • Bristle Back: your spines have gained a poisonous secretion as they grow, once per turn when you hit with an attack with your bristle back spine attack you can force the creature to make a con save against your bioweapon DC or become poisoned until the start of your next turn. You can do this a number of times equal to your proficiency bonus and regain all uses on a short or long rest.

 

 

Bristle Back

Your spines have gained a poisonous secretion as they grow, once per turn when you hit with an attack with your bristle back spine attack you can force the creature to make a con save against your bioweapon DC or become poisoned until the start of your next turn. You can do this a number of times equal to your proficiency bonus and regain all uses on a short or long rest.

Carapace

Your plating has strengthened enough to open up without collapsing and can now wrap around creatures, make an attack roll against a creature of equal or smaller size than you if you hit that creature is wrapped in your body. Your movement speed becomes 0 and you move with the creature wherever it moves unless it is teleportation. The only action you can take while in this state is to either release the target or attempt to crush, the target makes a strength saving throw against your bioweapon DC or takes damage equal to your carapace slam attack+your sneak attack. A creature can escape this grapple as an action making an athletics check against your bioweapon DC.

Tendril Abomination

Your tendrils have grown in strength, enough so to move you. You gain an additional use of your cunning action, you can extend a tendril to launch it towards a location within 30 that is not in full cover; you then are immediately pulled towards the location not provoking any opportunity attacks.

Variable Genetics

Your genetic code has become rather unstable with your growing strength, at 13th level you can pick or roll for a variable trait from the following list.

  1. Bendable Bones: you can bend and contort your bones, your bones can no longer be broken and you can squeeze into spaces no smaller than 5 inches in diameter. Additionally you have advantage on acrobatics checks.
  2. Sensory Tendrils: tendrils grow from the top of your head and increase your senses, all senses you have increase their range by 10 feet and you gain advantage on perception checks that rely on sight.
  3. Corrosive Drool: your drool is corrosive, as an action you can replicate the effects of acid splash cantrip, additionally if your drool is applied to an object that is non magical as an action it can melt through it. The melting time is dependent on the material, 6 seconds for 1 foot of wood, 1 minute for 1 foot of stone, 10 minutes for 1 foot of metal. The size of the hole you melt is 1 foot wide.
  4. Sticky Pads and Webbed Hands: your hands gain webbing between the fingers and sticky pads, you gain a swim speed and a climb speed equal to your movement speed.
  5. Shifting Skin: your skin shifts to match your surroundings, as an action you gain advantage on stealth checks so long as you don't move. If you rolled at advantage due to this ability for your stealth check and then moved you must use the first roll if it is lower.
  6. Tensioned Muscles: your muscles are always under tension increasing their strength, double your jump distance, carry capacity, and you have advantage on athletics checks.

 

 

Bendable Bones

You can bend and contort your bones, your bones can no longer be broken and you can squeeze into spaces no smaller than 5 inches in diameter. Additionally you have advantage on acrobatics checks.

Corrosive Drool

Your drool is corrosive, as an action you can replicate the effects of acid splash cantrip, additionally if your drool is applied to an object that is non magical as an action it can melt through it. The melting time is dependent on the material, 6 seconds for 1 foot of wood, 1 minute for 1 foot of stone, 10 minutes for 1 foot of metal. The size of the hole you melt is 1 foot wide.

Sensory Tendrils

Tendrils grow from the top of your head and increase your senses, all senses you have increase their range by 10 feet and you gain advantage on perception checks that rely on sight.

Shifting Skin

Your skin shifts to match your surroundings, as an action you gain advantage on stealth checks so long as you don't move. If you rolled at advantage due to this ability for your stealth check and then moved you must use the first roll if it is lower.

Sticky Pads and Webbed Hands

Your hands gain webbing between the fingers and sticky pads, you gain a swim speed and a climb speed equal to your movement speed.

Tensioned Muscles

Your muscles are always under tension increasing their strength, double your jump distance, carry capacity, and you have advantage on athletics checks.

Adult Stage

You've reached your adult Stage of your biological changes, at 17th level your abilities improve and your previous mutation from larva stage now gains the following benefits.

 

 

  • Tendril Abomination: your tendrils have grown fully capable of piloting bodies, when you kill a humanoid creature of the same size as you you can spend a minute with the body to destroy it leaving nothing of the body behind and taking on the creature's physical appearance. Your old appearance is destroyed when you do this.

 

 

 

  • Carapace: your exoskeleton has strengthened greatly; you gain a +2 bonus to armor class as long as you aren't wearing medium or heavy armor additional you gain a +2 to strength and dexterity saving throws.

 

 

 

  • Bristle Back: your poison has strengthened greatly, when you poison a creature with your bristle back attack and deal sneak attack damage with that attack you can roll half your sneak attack dice and add that to the total as poison damage. Once you use this feature you must take a short or long rest before being able to do so again.
Bristle Back

Your poison has strengthened greatly, when you poison a creature with your bristle back attack and deal sneak attack damage with that attack you can roll half your sneak attack dice and add that to the total as poison damage. Once you use this feature you must take a short or long rest before being able to do so again.

Carapace

Your exoskeleton has strengthened greatly, you gain a +2 bonus to armor class as long as you aren't wearing medium or heavy armor additional you gain a +2 to strength and dexterity saving throws.

Tendril Abomination

Your tendrils have grown fully capable of piloting bodies, when you kill a humanoid creature of the same size as you, you can spend a minute with the body to destroy it leaving nothing of the body behind and taking on the creature's physical appearance. Your old appearance is destroyed when you do this.

Comments

Posts Quoted:
Reply
Clear All Quotes