Rogue
Base Class: Rogue

Through studying draconic sorcerers and dragons, you have learned to exploit the elemental weaknesses of your foes and manipulate the natures of the forces you penetrate

Elemental Analysis

3rd-level Draconic feature

When you hit a creature, your weapon flashes a light the tells you an immunity, vulnerability, or resistance the target has.

Element of weakness

3rd-level Dragon feature

 

if you cause any sneak attack damage you make, you can change the type of damage of damage to fire, cold, lightning, acid, radiant, thunder, necrotic, psychic, force, or poison damage. any resistances, immunities, or vulnerabilities are applied to this damage when this ability is used. your sneak attack damage is considered magical for the purposes of overcoming resistances when using this ability. you choose 2 types of damage at 3rd level, 2 more at 9th level, 2 more at 13th and 2 more at 17th. You can change elements when you change levels.

Acid

you can give your sneak attack Acid damage.

 

Cold

you can give your sneak attack cold damage.

Fire

you can give your sneak attack fire damage

Force

you can give your sneak attack force damage.

Lightning

you can give your sneak attack Lightning damage.

Necrotic

you can give your sneak attack necrotic damage.

Poison

you can give your sneak attack Poison damage.

 

Psychic

you can give your sneak attack Psychic damage.

Radiant

you can give your sneak attack Radiant damage.

 

Thunder

you can give your sneak attack Thunder damage.

 

Elemental utility

9th-level Draconic feature

As an action you can activate various elemental effects, as many times as your proficiency bonus. these reset after a short or long rest. you can know up to 2 per long long rest. you have 4 at 13th level and 6 at 17th level. you can change this feature every long rest. you can choose new ones after every long rest so long as you have the prerequisite element.

 

Acid Lockpick

You can use your action to touch a non-magical lock or trap and melt it's mechanisms so they no longer work.

Crowd Control

Crowd control

Prerequisite:  Force

anyone within 10 feet of you makes a DC: 8+prof+cha strength saving throw or be pushed back 15 feet. If they fail the save they take your sneak attack in force damage.

Dark healing

As and action, you can cause a creature to experience your sneak attack in necrotic damage and give yourself half that damage in temporary hp.

 

Deadly Silence

You cannot be perceived through sound for 1 hour and perception checks against you have disadvantage. you are also immune to tremor sense. 

Electric Aura

You have blind sense for up to 10 feet for up to an hour. and Can't be surprised.

Ethereal Light

You produce a light that only you can see with or up to your charisma mod number of creatures within 20 ft. this light does not penetrate magical darkness.

Firebender

You can cast Control Flames, Produce flame, Firebolt, and create bonfire for 10 minutes using charisma as a spellcasting modifier

Flashbang

Flashbang

Prerequisite: radiant

as an action you release a flash that blinds anyone that can see on a wisdom saving throw DC:8+prof+char in a 10 ft. sphere centered on a point you choose within 30 ft. for 1 round.

Handholds

you gain a climbing speed equal to half your walking speed by creating instant handholds with acidic touch for up to an hour.

High Jump

High jump

Prerequisite: Force

You can function as if you are under the effects of the jump spell for one hour

Hivemind

Hive mind

Prerequisite: Psychic

You can cast Telepathic bond without material components.

Ice Armor

For one hour, your AC is +2 as your armor is reinforced with ice.

Ice Seige

You can weaken non-magical objects by freezing them. For 1 round, an object effected by this feature can be attacked with advantage and if damaged takes your sneak attack in cold damage as well. If the object is being worn the wearer must make a dex saving throw 8+prof+cha for the effect to happen. if the object is a creature you must make an attack if it hits the creature makes a con save 8+prof+cha and takes the sneak attack cold damage.

Inner fire

You are Resistant to cold damage or effects from cold weather for one hour.

Poison intrigue

Poison intrigue 

Prerequisite: poison

you can dip your weapon into a drinkable liquid amounting to 1 cup and that liquid will be poisoned for 1 hour. if a creature drinks this liquid they make a dc 8+prof+cha con save and takes your sneak attack in damage

Psionic Peace

psionic peace

Prerequisite: Psychic

As an action you can remove a frightened, charmed, or paralyzed condition

Shock paddles

if a creature has failed a death saving throw in since your last turn you can touch their chest and shock them to remove a single failed death saving throw.

Stealth and Guile

You can cast  the invisibility spell without spellcasting components

 

Throw your voice

As and action you can create illusory sounds as distractions as quiet as a whisper or as loud as a scream. up to 30 feet from you. this can also be used to change your voice or someone else's voice for 10 minutes 

 

Toxic Cloud

Toxic cloud

Prerequisite: poison

you can release noxious fumes up to 10ft. that last a single round that cause a con save DC 8+prof+cha  for your sneak attack in poison damage and the creatures are poisoned for a round.

Elemental shield

13th-level Draconic feature

As a reaction, you can shield anyone you choose within 10 ft. of you from the types of damage in your element of weaknesses. you roll your sneak attack and the shield will cover that amount of total damage if the total damage covered is less than your sneak attack then you can make a ranged spell attack against a target of your choice and on a hit that target takes the damage instead. You cannot use your sneak attack damage next turn. you can do this once per long rest at 13th level and twice per long rest at 17th level.

 

tba

17th-level Draconic feature

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