Base Class: Rogue
Alright, let's do this one last time. You were bitten by a magical creature and ever since then you have used your great power to be the one and only [Insert Hero]. You are skilled in acrobatics and stealth fighting against crime. You excel in close combat, and no matter how many times you get knocked down, you always get back up.
Masked Vigilante Features
| Rogue Level | Feature |
|---|---|
| 3rd | Magical Blessing, Grapple Gauntlets |
| 9th | Take it like a Champion |
| 13th | Peril Alert |
| 17th | The One and Only |
Magical Blessing
When you choose this archetype at 3rd level, you latent powers gifted to you by a magical creature bite begin to manifest. From the list below you may choose 1 magical beast to gain a blessing from.
Blessings
The Blessings are presented in alphabetical order.
Displacer Beast
After a terrifying encounter with a displacer beast, Its blood fused with your own. You sprout a tentacle, as an attack action you can make an unarmed strike with it. Dealing 1d6 + dexterity modifier in piercing damage.
At Level 10:
Displacement. As a bonus action, you project a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage, until your next turn. If it is hit by an attack, the illusion fades. You may use this feature, equal to your Intelligence Modifier(Minimum 1), and you regain all expended uses of it when you finish a long rest.
Fire Snake
You were bitten by a Fire Snake, its poison changing you forever. Your skin begins to harden, slightly turning to scales. When not wearing armor you have a natural AC of 13.
At Level 10
Heated Body. when a creature touches you or hits you with a melee attack while within 5 feet of you, you may use your reaction to deal 6 (2d6) fire damage to the target. You may use this feature equal to your Intelligence Modifier(Minimum 1), and you regain all expended uses of it when you finish a long rest.
Phase Spider
You were bitten by a micro phase spider, its power altered your blood chemistry. Your skin can now stick to any surface, allowing you to climb difficult surfaces, upside down on ceilings, without needing to make an ability check.
At level 10
Your abilities begin to manifest even more, allowing you to pass between planes. As a bonus action, you can magically shift from the Material Plane to the Ethereal Plane and return, to move up to 30 feet. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Winter Wolf
You were bitten by a winter wolf, its power altered your DNA. You may begin to have physical manifestations: your hair my turn white. You gain advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
At level 10
Cold Breath. You exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. You may use this feature equal to your Intelligence Modifier(Minimum 1).
Grapple Gauntlets
Starting at 3rd level, your line of work has caused you to need to be more creative with how you move around. You created a pair of grapple gauntlets which have 30 feet of hempen rope attached to it. As a attack action you can roll to hit against a creature and hook them for 1d4 piercing damage. Then as a bonus action make a strength off to pull them towards you.
Additionally you gain proficiency in tinker tools.
Take it like a Champion
At 9th level, getting knocked down over and over again has given you the endurance to keep on fighting, because no matter how many times you get hit, you always get back up. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Peril Alert
Starting at 13th level, your senses have become incredibly heightened, sometimes even able to predict the future. As a reaction, when you roll a saving throw or ability check, you may choose to reroll and use either outcome, but before the outcome is determined. You may use this feature equal to your intelligence modifier(minimum 1), you regain all expended slots during a long rest.
The One and Only
Beginning at 17th level, your mastery with your grapple gauntlets has culminated in an ultimate technique. As an attack action you choose up to 6 creatures within a 15ft circle. They must make a Dexterity save or take 1d6 piercing damage and be restrained by grapple gauntlets, until they succeed on a DC 18 Strength Save. You may use this feature once per short rest.
Previous Versions
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3/3/2019 3:18:12 AM
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3/3/2019 3:21:51 AM
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