Base Class: Rogue
This is a test, only a test.
Fey Boon
You have been granted a boon from one of the Fey Courts. At level 3, you gain the benefits of the Fey Ancestry racial trait, giving you advantage on saving throws against being Charmed and you cannot be put to sleep by magical means. Should you already possess Fey Ancestry from your chosen race you gain Immunity to being Charmed.
Additionally, you gain the ability to speak, read, and write in Sylvan. Should you already be able to do so you may select from Elvish, Gnomish, or Goblin.
Elvish
You can speak, read, and write Elvish.
Gnomish
You can speak, read, and write Gnomish.
Goblin
You can speak, read, and write Goblin.
Sylvan
You can speak, read, and write Sylvan.
Cursed Strike
At level 3, you learn to channel your Feywild magic and inflict a curse on the target of your Sneak Attack. You have a d6 Curse Die and a number of curses equal to your proficiency bonus that you regain after a Long Rest. You may have only one active curse at a time. On a successful Sneak Attack, choose the nature of the curse from the list below and the target must succeed at a DC = 8 + your proficiency bonus + your Charisma modifier Charisma Saving Throw or be afflicted with the curse. Each time the target makes a Saving Throw or Skill Check associated with the chosen curse they must roll a d6 and deduct the result from their roll. The curse lasts for one minute, until the target has a Remove Curse spell cast upon them or until they die.
Your Curse Die changes when you reach certain levels in this class. The die becomes a d8 at 13th level and a d10 at 17th level.
Curse of Weakness: Strength Saving Throws and Skill Checks
Curse of Sluggishness: Dexterity Saving Throws and Skill Checks
Curse of Frailty: Constitution Saving Throws and Skill Checks
Curse of Vacuity: Intelligence Saving Throws and Skill Checks
Curse of Fatuity: Wisdom Saving Throws and Skill Checks
Curse of Repulsion: Charisma Saving Throws and Skill Checks
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn three cantrips: druidcraft and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots
The Sidhe Scourger Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice.
The Spells Known column of the Sidhe Scourger Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Charisma is your spellcasting ability for your druid spells, since you learn your spells through your connection to the Feywild. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Sidhe Scourger Spellcasting
|
ROGUE LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Fey Step
You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Transitory Curse
Starting at 13th level, you can spread the effect of your Cursed Strike from a slain creature to another creature. When the creature cursed by your Cursed Strike dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated.
Greater Curse
At 13th level your Curse Die improves to a d8.
Fairy Wings
At 17th level, you gain the ability to sprout a pair of glistening fairy wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them.
Major Curse
At 17th level your Curse Die improves to a d10. Additionally, you may choose to use your Reaction to end a curse early and negate a Critical Hit rolled by the target of the curse.
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Posted Mar 29, 2022This is my first attempt at a homebrew subclass, filling a little niche that I felt Rogue was missing. Lore and such is still under development and slated for a ver1.1 along with other bug fixes. Still learning how the homebrew builder works so I’m sure there’s a few things bugged out.
So the idea behind the curses was the stat damage from Pathfinder Rogues but introducing stat damage also came with tricky deductions in AC and Max HP. Rather than give potential DMs headaches I opted for a stronger but more focused Bane effect. Because it’s possible to be resisted, only on a single target, and only effects a single stat’s associated save and skill checks the die penalty starts higher than Bane and grows from there.
Druid spell casting with a Charisma modifier makes the class less MAD, allowing the Rogue to act as a Face without sacrificing ASI to improve the more traditional Wisdom to actually use their spells effectively. Druid spell list opens up such things as the Rogue being able to cast Pass Without a Trace on their own and benefit if they scout ahead from the main party or slow a pursuing enemy with Spike Growth.
Many of the Fey-inspired classes have the ability to Misty Step, it’s quite the staple ability and while the bonus action is in hot commodity for Rogues theres several scenarios where a Misty Step can come in handy, especially when you can take a passenger.
Being able to pass along your curse puts this on par with Heh, Hunter’s Mark, and Hexblade’s Curse. With the curses refreshing on a long rest this gives the opportunity to stretch out your uses during the course of an adventuring day, or choose to apply a new curse on your next sneak attack.
Flight as the capstone ability falls in line with other classes that provide such a skill and allows for even more mobility. Additionally, while late, being able to cancel a critical hit from the BBEG could make a tough encounter make or break.
Any suggestions on strength/weaknesses, things that need to be tweaked are welcome.